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Penalty for low OPs
Posted: Thu May 17, 2001 9:30 pm
by Mist
We all know that having low OPs is bad for attacker because his units do not move more than 1 hex. But what is the effect for defender? I've noticed some terrible penalties like halving unit strength, but I may be wrong. This can make shattering of enemy's HQs before attacking their subbordinates very effective. Can anyone help?
Posted: Thu May 17, 2001 9:52 pm
by RickyB
Originally posted by Mist:
We all know that having low OPs is bad for attacker because his units do not move more than 1 hex. But what is the effect for defender? I've noticed some terrible penalties like halving unit strength, but I may be wrong. This can make shattering of enemy's HQs before attacking their subbordinates very effective. Can anyone help?
I don't know myself. I believe that low points does increase the risk of a readiness drop for the defender, but am not sure. One thing I have learned in discussions regarding the blizzard problem we are dealing with is that there are hard-coded readiness reductions for the combat calculation that actually makes high readiness units more susceptible to shatter events - I think this affects the Soviets in the summer of 1941 and the Axis in the blizzard turns of 1941. Give a special supply and the unit is actually more ready to shatter rather than less. I never thought of your idea of hitting HQs first either, but typically they are far enough back to make this hard to do, I think.
Posted: Fri May 18, 2001 12:28 pm
by Ed Cogburn
Originally posted by Mist:
We all know that having low OPs is bad for attacker because his units do not move more than 1 hex. But what is the effect for defender?
I've always thought OPs don't matter for defenders. The manual doesn't mention OPs on defense anywhere.
Posted: Fri May 18, 2001 3:55 pm
by Lokioftheaesir
Originally posted by RickyB:
I don't know myself. I believe that low points does increase the risk of a readiness drop for the defender, but am not sure. One thing I have learned in discussions regarding the blizzard problem we are dealing with is that there are hard-coded readiness reductions for the combat calculation that actually makes high readiness units more susceptible to shatter events - I think this affects the Soviets in the summer of 1941 and the Axis in the blizzard turns of 1941. Give a special supply and the unit is actually more ready to shatter rather than less. I never thought of your idea of hitting HQs first either, but typically they are far enough back to make this hard to do, I think.
Ricky B
Talk to Svar about fending off the blizzard effects. He is doing one great job of limiting his losses in a PBEM game we are playing. I've caused him little material loss and he has given up ground only when required by commom sense. Good work.
Nick aka Loki
Posted: Sat May 19, 2001 4:22 pm
by Mist
Originally posted by Ed Cogburn:
I've always thought OPs don't matter for defenders. The manual doesn't mention OPs on defense anywhere.
I have strong feeling that it is not so. There definitely exists penalty to defender which has 0 OPs.
Posted: Thu May 24, 2001 12:34 pm
by Patris
To my (not very great) experience having low OP in defence makes easier to bear a shatter 'anomalous', such as happens with special supply: sometimes I have armies with CV 60-80, good supply level and entrench 3-4, that is attacked by a single german infantry korps and shatter because his HQ has less of 10 OP! (I refer to russian '41, of course).
If I reply using another HQ, with inferior leadership and air support, but with 50 OP or so, it usually retreats.