Now to the most important decision of this turn.
What to do with the 3 Armor divisions and 10 miles of gain ground?
Lets look at the German forces, they are not to be underestimated. Even though the combat value of my 1 hex in equal to the to the Germans 5 hexs at 1-1, that canbe misleading.
As the manual states about Combat values :
Accurate combat values (Cv) may not be displayed even at the highest detection level, unlike fixed combat factors that are found in other games,
the Cv in Gary Grigsby’s war in the west is a calculated value that can only provide players an idea of the combat ability of the units.
The Cv is representative of the ability to take or hold territory, often referred to as “boots on the ground.
So its telling me I have a good force to hold ground and the Germans have a equally good force to take ground. At a 1 to 1 ratio.
I lack Infantry and Iam out numbered in Infantry.
Germans will have units that will have a higher rate of fire
Germans have better armor, at maybe the same or close to numbers of the Allies.
I have a 1000 aircraft on ground support call, buts its bad weather for the bombing and strafing or I might have no planes flying.
At some point in the battle the Germans may start to get a advantage in rate of effective fire that will start to turn the tide of the batttle to their favor.
Plus what the forces are NOW may not be what they are NEXT turn. As shown by the arrows the Germans can shift their forces to build up the attack hexs and they can move many units into reserve mode. Even though there is a penality for the firing effect of large attacking forces, there will still be a good amount of attacking units getting shots in.
And the most important factor is that by pulling back, "Reloading The Bolt", the overall power of my forces is greatly increased, when compared to holding the hex. Plus I moved many units into Normandy this turn. The Germans will have to leave their entrenchments to take 1 hex.
