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RE: Best use of artillery, supply and HQ units

Posted: Sat Jul 14, 2007 4:32 am
by a white rabbit
ORIGINAL: Veers

If you didg in and then use them in direct support, they loose their 'dug-in' status and do not assist defensively next turn. Unless I misunderstand your meaning...

..true but there are variations on a theme right ?, like divide in two, dig-in then half goes boom and the other half goes tac sup, if player 1 or just dug-in if player 2..dig-in to stop the damn things trying for combat medals

..mind you, i've been having great fun in Next War Jerusalem 2005 and Winter War 39 with 30% turn-left so go ignore, gosh still got a move left so go ignore, gosh still got a move left so go ignore, yes ! now i can send the bloody thing....

..plus 1 hex range on tac-sup in defense is crazy, who needs loads'a artillery rushing into the valley of death..

RE: Best use of artillery, supply and HQ units

Posted: Sat Jul 14, 2007 6:02 am
by rhinobones
ORIGINAL: a white rabbit
. . . Winter War 39 with 30% turn-left so go ignore, gosh still got a move left so go ignore, gosh still got a move left so go ignore, yes ! now i can send the bloody thing....


Well . . . that helps to explain what has been happening to my mighty Russian attackers!

Regards, RhinoBones

RE: Best use of artillery, supply and HQ units

Posted: Sat Jul 14, 2007 6:07 am
by a white rabbit
ORIGINAL: rhinobones

ORIGINAL: a white rabbit
. . . Winter War 39 with 30% turn-left so go ignore, gosh still got a move left so go ignore, gosh still got a move left so go ignore, yes ! now i can send the bloody thing....


Well . . . that helps to explain what has been happening to my mighty Russian attackers!

Regards, RhinoBones

..ahh, err, takes skill to get there...[;)]