(02-03-2015, 01:26 AM)Blackcloud6 Wrote: (02-03-2015, 01:21 AM)Matt W Wrote: I second the idea that a hex must be softened up prior to assault, especially in v. 4. In v. 3 I often would rush a hex that was in good order to throw someone back and take a hex. The defense has been greatly aided in v. 4 so firepower has to take effect prior to assault.
I rarely see the "softening up" working. The attackers usually get just as hammered while sitting in position firing on the defenders.
The assaults that usually work for the quickest me are the ones with combined arms and engineers. You roll up, fire a turn or two with the firepower the armor brings and then assault in. If you sit there waiting to disrupt and demoralize everyone the attacking infantry ends up getting demoralized and you have no one to fight with in the town.
What would be nice to see is some turn by turn replays.
You are right on with trying to "soften up" the defenders. Unless you are dealing with low morale defenders softening up works about 50% of the time. With morale recovery units get back to "fighting fitness" easily if they are 8+ morale, add a +1 leader and even 7+ can get back too. Even though I like the damage in PG it has flaws, namely how units can recover to a full fighting state even with prolonged attack against them. There isn't a reducing effect with the game that is permanent for the scenario. IMO this contributes to prolonging the assaults.