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Improving Night Move Disruption
12-19-2012, 02:34 AM, (This post was last modified: 12-19-2012, 02:35 AM by ComradeP.)
#10
RE: Improving Night Move Disruption
raizer: I'm mostly talking about moving in travel mode and encountering an enemy, where with the current engine you have a disadvantage if you advance with a battalion.

Two examples:

-A battalion moves 2 up the road in T-mode. It bumps into an enemy unit and is fired upon. Considering that it's in travel mode, there's a reasonable chance it will either disrupt that turn or during your opponent's turn.
-A battalion splits up into companies and only one company moves 2 hexes up the road. The company might get mauled by the defensive fire of the defender, but the rest of the battalion is still perfectly fine, without the enemy knowing where it is.

If, in the case of the examples, the defender was 2 hexes up the road, so your units only move 1, and the defenders assault your company, they will end up adjacent to the rest of the battalion.

In the case of the second example, you now know where the defenders are and can prepare to attack them. In the case of the first example, you get a situation like Dog Soldier described and are essentially always 1 step behind the enemy.
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Messages In This Thread
Improving Night Move Disruption - by 76mm - 12-17-2012, 11:09 PM
RE: Improving Night Move Disruption - by 76mm - 12-18-2012, 07:13 PM
RE: Improving Night Move Disruption - by ComradeP - 12-18-2012, 08:40 PM
RE: Improving Night Move Disruption - by raizer - 12-19-2012, 01:07 AM
RE: Improving Night Move Disruption - by ComradeP - 12-19-2012, 02:34 AM
RE: Improving Night Move Disruption - by raizer - 12-19-2012, 04:00 AM

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