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Does anyone else find that disrupting artillery is extremely hard and that successfully assaulting stacks with un-disrupted artillery is rare. Or am I just going about all backwards?
I find that if a stack with arty or MGs is left in the front line with disrupted infantry, the arty and MGs take most of the losses and will be killed. They might hold out for a few assaults, but will eventually die. Seems historical, when brave gunners stood their ground they were hard to dislodge, but eventually die, sometimes quickly other times slowly.

Rick
(08-03-2010, 01:18 AM)Ricky B Wrote: [ -> ]I find that if a stack with arty or MGs is left in the front line with disrupted infantry, the arty and MGs take most of the losses and will be killed. They might hold out for a few assaults, but will eventually die. Seems historical, when brave gunners stood their ground they were hard to dislodge, but eventually die, sometimes quickly other times slowly.

Rick

I've had a number of situations where I killed 1-2 guns per assault and had to assault 4-5 time to dislodge them. I even ended up disrupting myself in the process sometimes! I am successful occasionally but more often than not it takes multiple assaults, even if the guns are stacked with a broken unit.
Maybe the gunners in 1914 are braver than in PzC? :)
Also remember odds are important in this series, 3-1 is often the lowest odds you can assault a disrupted battalion with and not suffer too many losses (although i found one assaulting battalion often suffered high fatigue) and the undisrupted field guns/MG units will take the brunt of the losses you cause in the opponents hex, as Rick said you just have to wear them down.

Attacking/assaulting in F14 is much more difficult than in the PzC series and that is one aspect of this new series that really does take some getting used to. ;)
(08-03-2010, 03:32 AM)Foul. Wrote: [ -> ]Attacking/assaulting in F14 is much more difficult than in the PzC series and that is one aspect of this new series that really does take some getting used to. ;)

Yes it is. I LOVE this game but there are a few things I haven't quite grasped. I'll get there, just fire it up for another go round !
(08-03-2010, 03:32 AM)Foul. Wrote: [ -> ]Also remember odds are important in this series, 3-1 is often the lowest odds you can assault a disrupted battalion with and not suffer too many losses (although i found one assaulting battalion often suffered high fatigue) and the undisrupted field guns/MG units will take the brunt of the losses you cause in the opponents hex, as Rick said you just have to wear them down.

I've noticed that even if I assault a Broken unit, if there is an undisrupted artillery (not MG) my units gain a lot of fatigue. Broken units defend at 1/4 strength I believe so a single battalion attacking should be enough to give the odds needed. I just seem to fail more if there are guns in the hex. With MG's in the hex I almost always succeed.
"Attacking/assaulting in F14 is much more difficult than in the PzC series and that is one aspect of this new series that really does take some getting used to. ;)"

Yes, you never know how an assault will come out. I lost a key assault yesterday. I had 1000 French infantry, C rated, zero fatigue with 11 assault factor, against 300 dismounted German cav with assault rating of 6. I needed it! Didn't get it. jonny :hissy:
I am not sure how this works in F11, but I would assume the smaller caliber (higher ROF) field guns had some type of close range canister rounds still in 1914 since many had been designed in the 19th century.

Those rounds made them big shot guns, as we know, thus increasing the losses to the assaulting force?

The longer ranged / bigger guns did not have this capability as they could not be depressed enough to fire at approaching enemy infantry. IIRC, It was not a matter of the gun barrel itself being set horizontal. Just the carriage or set up was not designed for the recoil like that. The gun would just flip over!

Dog Soldier