CPP loss on the defense ONLY occurs if the defenders are forced to retreat. There could be residual CPP loss depending on the final odds of the attack as described in the table in the manual 22.1.3, due to reduced movement in the following turn. If the odds are less than 1:10 there will be no movement loss or CPP loss at all.ToxicThug11 wrote: Fri Jun 24, 2022 5:22 am
The issue is that the three entrenched infantry divisions now lose CPP and will become fatigued. You are looking at just losses.
Therefore in the example given there was no CPP loss at all.
Movement and potential CPP loss will only happen at higher odds which is not part of the OP's "complaint".
How badly were they weakened? One %, 10% 99%. I know it's a strange coincidence, but when a unit takes losses, permanent or damaged, it's weakened. Your rhetoric is strongly suggesting they were crippled when in fact they were not. What caused most of the damage/disruption? Let me guess, the aircraft, not the cav unit.There were 199 disruptions, damaged and destroyed guns, and this translates to three weakened German infantry divisions.
The Germans in this battle had more cavalry squads than the unready Soviet cavalry division, 61x more guns, armoured cars. The cavalry "division" should've been utterly destroyed, but instead is sat next to three German infantry divisions causing further fatigue and CPP loss, and the Germans now need to slap it and take even further CPP loss / Fatigue.
Well, Axis units do hasty/reconnaissance in force attacks in force and a strong Russian Mech or armored unit doesn't get the opportunity to "utterly destroy" the Axis unit. It's an I Go U Go system, the attacker has the option of breaking off any attack, the defender has no option to continue the combat. The defender gets to enjoy the benefits of terrain and entrenchment bonuses in combat. Or are you suggesting they incorporate a rule for the AXIS to get free shots after the attack has been called off? Well that seems fair.
OMG, yes we need to introduce a house rule that Russian units in 1941 cannot end their turn next to Axis units as this will cause said damage/disruption to Axis units.but instead is sat next to three German infantry divisions causing further fatigue and CPP loss
Well, that's your opinion, I see the game WaD. The Devs are much smarter than me and if I can pick the pro-Axis suggestions in this thread to pieces they could do an even better job except they are working on "real" issues.At a cost of 24 level bombers, my Cavalry have reduced the combat capability of these three divisions drastically.


