Battlegroup PP cost

Decisive Campaigns: Ardennes Offensive is the fourth wargame in the Decisive Campaign series. Covering the battles in the Ardennes between December 1944 and January 1945, it brings to life Operational wargaming by lowering the scale to just above tactical level.

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Jagger2002
Posts: 745
Joined: Sun May 19, 2002 9:05 pm

Battlegroup PP cost

Post by Jagger2002 »

I am curious why forming battlegroups cost political points rather than officer points? Forming a battlegroup seems more of a divisional commander decision rather than a Front level decision. If spamming of too many battlegroups is a consideration, the penalties for a battlegroup such as impact on staff/troop ratio and hit/attack penalties seems adequate. I know I usually form battlegroups only when absolutely necessary and when no longer necessary, I prefer returning them to regular battalions. Are there significant problems if the decision is placed at the officer level rather than the political level?


Stelteck
Posts: 1429
Joined: Tue Jul 20, 2004 5:07 pm

RE: Battlegroup PP cost

Post by Stelteck »

Personnaly i love forming a lot of battle group, it is easier to handle similar types of troops. (Such as a large battle group for all remaining tanks of a bathered armored division).

Usually you use battlegroups in divisions with tons of damaged units. There may be not enough officer points to organize them when needed, as damaged divisions will use them a lot.

It is easier to use political points. But your argument is not wrong too. I'am not sûre what is better.
Brakes are for cowards !!
Jagger2002
Posts: 745
Joined: Sun May 19, 2002 9:05 pm

RE: Battlegroup PP cost

Post by Jagger2002 »

Right now, I am doing another replay of the St Vith scenario as the Germans. In particular, I am having some problems with 2SS units losing too many trucks, halftracks, etc and losing mobility. I am looking at a variety of solutions. I did bring on a truck convoy to transport slow units. I have also shifted vehicles between two slow units to speed up one unit. And now I am looking at splitting off enough troops into battle groups to enable a core to continue at max speed. Lots of challenges. Solutions are there but it slows down the Germans. But then, the more I play, the more I realize just how powerful are the German armored divisions. I am beginning to suspect all these little delays are not just historical but necessary to counteract the power of German armor.

One thing I have been wondering about is the percentage chance of mobility. Is it checked each turn? Can a unit lose mobility one turn but then regain it the next turn if it passes the mobility check? Or is it checked each turn until failure is achieved and then the unit is permanently a leg unit.
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carll11
Posts: 955
Joined: Thu Nov 26, 2009 2:07 pm

RE: Battlegroup PP cost

Post by carll11 »

ORIGINAL: Jagger2002

Right now, I am doing another replay of the St Vith scenario as the Germans. In particular, I am having some problems with 2SS units losing too many trucks, halftracks, etc and losing mobility. I am looking at a variety of solutions. I did bring on a truck convoy to transport slow units. I have also shifted vehicles between two slow units to speed up one unit. And now I am looking at splitting off enough troops into battle groups to enable a core to continue at max speed. Lots of challenges. Solutions are there but it slows down the Germans. But then, the more I play, the more I realize just how powerful are the German armored divisions. I am beginning to suspect all these little delays are not just historical but necessary to counteract the power of German armor.

One thing I have been wondering about is the percentage chance of mobility. Is it checked each turn? Can a unit lose mobility one turn but then regain it the next turn if it passes the mobility check? Or is it checked each turn until failure is achieved and then the unit is permanently a leg unit.

Along with the traffic points per hex, I suspect that this was done to counteract german str. as well. I personally think the traffic penalties are too strong. Its bad when you're prized accomplishment is getting to Malmedy with a road thats not congested [:D]
Jagger2002
Posts: 745
Joined: Sun May 19, 2002 9:05 pm

RE: Battlegroup PP cost

Post by Jagger2002 »

Hehe...in my St Vith scenario, just went into the 18 Dec night turn. Just captured St. Vith with Pipers troops and 2SS within 6000 yards of Malmedy. On the 19th, I hope to take Malmedy and make it to Stavelot and Trois Ponts. Maybe take them on the 19th. Currently have 80 VPs. So two and half days left to roll along and hopefully no major US reinforcements to ruin the day. I used the German armor very aggressively this time and they have been effective but higher casualties than normal. I used divisional leapfrog tactics as well. Tried to keep substantial troops in reserve which would pass through the lead troops once an objective was taken. Basically wave attacks. Reduced fuel cost and kept hitting with relatively fresh troops. At least that was the idea.
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