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Overruns
Posted: Sat Nov 14, 2020 7:59 pm
by mroyer
If I'm not mistaken, AP of attacking units is exhausted even if combat ends before round 10.
Suggestion: Instead, attacking units get a pro-rated remainder of AP when combat ends early.
This would allow overwhelming forces to brush aside and overrun weak defenders and continue moving in a truer simulation of blitzkrieg tactics.
-Mark R.
RE: Overruns
Posted: Sun Nov 15, 2020 3:39 am
by Clux
ORIGINAL: mroyer
If I'm not mistaken, AP of attacking units is exhausted even if combat ends before round 10.
Suggestion: Instead, attacking units get a pro-rated remainder of AP when combat ends early.
This would allow overwhelming forces to brush aside and overrun weak defenders and continue moving in a truer simulation of blitzkrieg tactics.
-Mark R.
There is a reason of why you should use motorized or mechanized battalions, they keep a portion of their AP if they win combat, but I agree than it should be explained better
RE: Overruns
Posted: Sun Nov 15, 2020 10:01 am
by mroyer
There is a reason of why you should use motorized or mechanized battalions, they keep a portion of their AP if they win combat, but I agree than it should be explained better
Really? I was completely unaware of this.
I will explore. Thanks for pointing it out.
-Mark R.
RE: Overruns
Posted: Mon Nov 16, 2020 8:03 am
by Falke
ORIGINAL: Clux
There is a reason of why you should use motorized or mechanized battalions, they keep a portion of their AP if they win combat, but I agree than it should be explained better
This applies to all Units, but generally Foot will not have enough AP left to move an extra hex
RE: Overruns
Posted: Mon Nov 16, 2020 2:28 pm
by DTurtle
At the end of combat, units lose about 50 AP. Moving into the conquered hex is free, but you need at least 30AP to attack a hex. So if your units have enough AP, and they defeat the enemy quickly enough, you can attack again. Rush and Blitzkrieg are very useful for this.