RE: Blackcloud's PG Lament
I'm excited to see how Phillipe Leonard's new assault system works. I'll agree with everyone else that they are the most tedious part of the system.
This comment resonated with me. "Early war stuff can get a bit ridiculous with this, as there just isnt enough firepower to actually be lethal on the assault chart. You can plop a single reduced infantry unit down and pin a whole company for basically the whole game if you are in a town. The only practical way to deal with it, is to retreat and then pour adjacent fire into the vacated hex, which again feels counter intuitive but whatever. "
I was playing a VASSAL game with a friend, and he was having trouble with killing some 1941 Russians in an assault. He's also new to the system. He got the troops disrupted, and couldn't kill them. All of his guys were disrupted. He basically had these guys surrounded (they were the last holdouts in the town). It was the start of the turn, and he had a 4 impulse advantage (because 1941 Soviets are bad). Here's what I would have done. Have all of the disrupted guys leave the assault hex. Sure, the Russians get a free shot. And it was either 4 FP or 6 FP after halving (I don't remember if it was 2 x 4-2 or 1 x 4-2 or 1 x 7-4). So what if he takes casualties? He had plenty of more troops. Then, using 2 more adjacent stacks, shoot the heck out of the defenders from adjacent. Maybe kill or demoralize them, maybe kill them. Then, use the 3rd adjacent stack to assault again.
Gamey? Maybe a little, and I can see it as the exhausted guys retreating while fresh guys form up. After short range preparatory fire from supporting troops, they head in for the kill.
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