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Mud
02-17-2011, 04:48 AM,
#4
RE: Mud
(02-17-2011, 04:38 AM)Ricky B Wrote: Based on history, rather than playing the game, I would lean toward both sides mostly resting in mud. There would be exceptions I am sure, but that would be my initial guess. And adjust based on experience once there are a few mud turns played to see what the results of any actions are.

It's a good opportunity for resting, indeed.

The two most important factors - in my opinion - to decide whether or not to conduct operations are the following:
* Supply is modelled so vehicles are taken from the motor pool to connect your HQs with the nearest railhead. These vehicles have 50 MPs and pay the same costs as motorized units. The amount of MPs needed to trace a supply route from the nearest railhead to the HQ prescribes the amount of supply the HQ actually receives. HQs, then, with their own internal motor pool distribute supply to subordinate units.
* Attacking non-clear hexes during mud is a bad idea. If I recall correctly attackers are penalized during tactical combat by allowing the defenders "extra" firing rounds. Combat also results in a greater amount of fatigue and higher chances for motorized elements to get damaged.
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Messages In This Thread
Mud - by typhoon - 02-17-2011, 04:34 AM
RE: Mud - by Ricky B - 02-17-2011, 04:38 AM
RE: Mud - by BletchleyGeek - 02-17-2011, 04:48 AM
RE: Mud - by typhoon - 02-17-2011, 04:46 AM
RE: Mud - by Mr Grumpy - 02-17-2011, 06:08 AM
RE: Mud - by Marquo - 02-17-2011, 08:05 AM
RE: Mud - by jomni - 02-17-2011, 05:21 PM

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