Invincible units

Gary Grigsby’s War in the West 1943-45 is the most ambitious and detailed computer wargame on the Western Front of World War II ever made. Starting with the Summer 1943 invasions of Sicily and Italy and proceeding through the invasions of France and the drive into Germany, War in the West brings you all the Allied campaigns in Western Europe and the capability to re-fight the Western Front according to your plan.

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Mickrocks201
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Invincible units

Post by Mickrocks201 »

An interesting aspect I have noticed is that in many cases once a unit HOLDS an attack it becomes invincible. I have attacked a small CV 1 unit multiple times with ever larger forces in the course of a turn and it stands it ground every time. It is as if it gets stronger after each attack instead of weakening. Granted in the initial attack the unit may have been stronger than the CV 1 shown, but after 2 or 3 attacks the Intel on it should be clear. Even when attacked by 2 full strength Armor divisions the regiment size unit will still hold. I just get so if I get a hold on an attack and can't bring extreme odds against the unit... I just move on. I really can screw up a break thru when you have one regiments ZOC gumming up the works and you expended a few corps trying to dislodge it. I am not talking about a unit in a town either ... Clear hex not depot.
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KenchiSulla
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RE: Invincible units

Post by KenchiSulla »

Dug in? Hasty attack? Support units? What were the final odds?
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Baelfiin
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RE: Invincible units

Post by Baelfiin »

It could happen but need more info to really be able to explain why or determine if something not right.
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Jajusha
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RE: Invincible units

Post by Jajusha »

Check the combat detail and see what is happening.

Look at initial and modified CVS, final odds. Remeber that leaders have an impact in combat. Finally, check what elements are causing losses and at what range.

Per example, in this attack, from a base 430 (43 CV) i was able to commit 298 (30CV) to the fight, while the brits lost 2/3rd of their initial CV (units not fighting, leaders checks, low ammo, etc etc).
I can also check that my near 40 tiger tanks didn't even fire a shot, while the Marder II got into a good position and poped 11 british tanks at 700m


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Baelfiin
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RE: Invincible units

Post by Baelfiin »

That's not a screenshot of the attack you originally posted about it it? Those tigers looked like they committed from reserves btw
"We are going to attack all night, and attack tomorrow morning..... If we are not victorious, let no one come back alive!" -- Patton
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The Logistics Phase is like Black Magic and Voodoo all rolled into one.
HMSWarspite
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RE: Invincible units

Post by HMSWarspite »

? Jajusha wasn't the original poster.

Also, those who were complaining at low retreat losses need to note the losses on the British side: 24000 men, 250 guns and 170 tanks.That counts as a major reverse in anyone's book! A rout indeed...
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loki100
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RE: Invincible units

Post by loki100 »

ORIGINAL: mickrocks

An interesting aspect I have noticed is that in many cases once a unit HOLDS an attack it becomes invincible. I have attacked a small CV 1 unit multiple times with ever larger forces in the course of a turn and it stands it ground every time. It is as if it gets stronger after each attack instead of weakening. Granted in the initial attack the unit may have been stronger than the CV 1 shown, but after 2 or 3 attacks the Intel on it should be clear. Even when attacked by 2 full strength Armor divisions the regiment size unit will still hold. I just get so if I get a hold on an attack and can't bring extreme odds against the unit... I just move on. I really can screw up a break thru when you have one regiments ZOC gumming up the works and you expended a few corps trying to dislodge it. I am not talking about a unit in a town either ... Clear hex not depot.

more from my experience in WiTE, but this should be valid in WiTW as well. If an attack fails, the attacking units build up quite a lot of fatigue and disruption. This doesn't always show in the printed CV (though WiTW is a lot better in this regard). Equally the winner has gained a morale point and the losers lost.

so quite often after a failed attack, your original attacking units are in a bit of a mess. Sometimes you have no choice, or the enemy is also on the edge of collapse and renewing the attack can work fantastically well, but often if you renew you are chucking in already tired and disrupted troops.

In WiTE, the usual solution is to bring fresh units to the battle and attack, but then both sides in that game often have such fresh units to hand (harder in WiTW with the relative lack of on map units).

Equally in WiTE, with the micro control of the air war, you can often hit a stubborn defender with a few extra air attacks to weaken them a bit.

In general, I'd say go around or wait rather than batter your head against a brick wall. Also I'm slowly getting better at targetting airpower in WiTW, if you think you are going to breakthrough in a given hex and open up a corridor you can concentrate your tactical ground attacks into that sector so anything there (or that moves there) is already weakened.
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RedLancer
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RE: Invincible units

Post by RedLancer »

Don't forget the 'hold at all costs' rules for invasion hexes with Temp Ports.
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