• Blitz Shadow Player
  • Caius
  • redboot
  • Rules
  • Chain of Command
  • Members
  • Supported Ladders & Games
  • Downloads


Advice on Tactics for McNamara Values
06-10-2007, 01:41 PM,
#3
RE: Advice on Tactics for McNamara Values
By all means, I want to promote a good discussion on it. However, I have some input:

Exlaime,

First, the blurb in the notes describing how German tanks that are unsuppored by infantry can be destroyed by soviet infantry was before the alternative assault resolution rule was used. It was found that with the rule off the tanks were far too weak in assaults, and armored car units especially could be wiped out by soviet infantry assaults. I guess I forgot to remove the from the notes. In any case, infantry can never stop anything if they are disrupted obviously. However, if undisrupted infantry are assaulted by armor then I don't see the effects you describe. There must be more to the story. I have sent 30+ Pz IV and Pz III battalions on assaults against a soviet D rated rifle battalion and I see a wash of 1 tank loss vs about 10 to 20 men killed. That seems right to me, but nothing on the order of them running over the enemy unless they are either high fatigue or disrupted of course.

I must stress that the artillery value correction went a long way to providing a counter to the German armor. I suspect that the game you played was pre artillery correction which could make all the difference. Russian artillery can now cause losses and they definately cause fatigue to accumulate and disruptions. This is important in breaking up the German attack.

The MN based values do provide a realistic rock-paper-scissors type of counter where something always has trump. The trick is playing to that as much as possible. I have played the axis in the southern part of the campaign against Marquo and he fought me to a standstill. A lot does has have to do with individual, as these values are such that they can be quite unforgiving to someone that may not be accustomed to them.

Lastly, it also depends on the situation in the campaign. If you play Minsk you can realistically walk over the Germans but the Germans can counter with a few superior units. The Soviets in Kursk can only expect to blunt the German advance and trade blood and space for time and German fatigue. There is definately a critical point for the Russians at which time the battle can either turn into a soviet rout or a standstill and then gradual turning of the tide. As for how you come about this, you have to ask some of the more experienced Russian players that play the _Alt scenarios. Then again, they might agree with you too. I am always looking for ways to improve the _Alt scenarios with a subtle change if necissary.
Send this user an email
Quote this message in a reply


Messages In This Thread
RE: Advice on Tactics for McNamara Values - by Volcano Man - 06-10-2007, 01:41 PM

Forum Jump:


Users browsing this thread: 1 Guest(s)