(07-27-2017, 03:22 AM)J6A Wrote: Fred,
Have you played with the Drumfire optional rule? I haven't and I'm thinking of adopting it. Continuing a bombardment over more than 1 turn effectively degrades towns and dug in positions.
More often than not now I attempt to get units demoralized rather than disrupted through DF and bombardment before assaulting. It does take some of the power of 8 morale away, and even if they recover, they are still disrupted for an assault. With 16 turns that's not always possible. I'm currently playing an 18 turn scenario and have to take a bunch of spread out positions in that time. I'm sure some of my assaults will be rushed.
None of that changes PG not being perfect in some assault situations and them being very challenging sometimes, especially in 4e. Your scenario was designed under 3e, and may work better with 3e assault casualty rates.
I thought that the tactical advantage article was interesting and could change the flow of major assaults significantly.
I have not tried drumfire. I'll take a look at it.
I have used the Tactical Advantage rules before but i didn't this time. I think I will always do so in the future.
But what I don't like about assaults against towns, entrenched and dug in units is the tediousness of doing the same over and over turn after turn. It just drags the game down in my view. It also seems very luck dependent.
I get what the system is trying to reproduce, the need to suppress and almost break a defender before your assault. But in my view it takes too long and to dicey.
I'm working on a better "suppression" model that may add a touch more realism with not much more work. I'll say more about it when I test it.