General Staff
21 Jul 06, 06:08
I thought I'd post this as a separate thread (fron the Balkans 12 article, slightly modified for 2WIN), since I think it's so useful in this scenario where you have to cover a broad front, and sometimes with not as many units as you'd like, often necessitating units being broken down into 2s and 3s.
Rotate units in and out of combat as they wear down. Split units into 3. Have 2 units in the line with the third (weakest?) one hex behind. Dig all in and place the third unit on Tactical Reserve IF you feel its arrival in the front line may help to 'burn' enemy rounds and if it is in reasonable shape (better yet, dig the unit in and have a piece of armor on TR, especially if it will roll into a battle with infantry in the open). Otherwise use this rear position to both rest units and construct second lines (if possible with the aid of engineers), preferably in good supply. If possible only 2 out of 3 'pieces' of any unit should be in the front line- if only one is attacked you may be able to rotate units in and out of combat so that 2 out of the 3 are in reasonable shape. So, for example, if one of the 2 front line units gets badly hit but the line holds, rotate it out for the fresh one in the rear and dig both in again. This helps supply for the whole unit, since when recombined the unit does so at the average of all 3 pieces, so the effect of the 'hit' one or two piece(s) took can be diluted by recombination with the other(s).
In some cases and if possible, rotate entire formations out, putting them either in total reserve or else in the front line in areas that are less threatened and/or needed by the enemy. You should always try and save 1 MP for any unit to dig in at the end of its turn, even when moving reinforcements up to the front. It reduces interdiction effects and you may need these entrenchments as you retreat so as reinforcements move up, try to dig in on the way to the front in good defensive positions you know you'll probably need later, though don't go too far out of your way.
Rotate units in and out of combat as they wear down. Split units into 3. Have 2 units in the line with the third (weakest?) one hex behind. Dig all in and place the third unit on Tactical Reserve IF you feel its arrival in the front line may help to 'burn' enemy rounds and if it is in reasonable shape (better yet, dig the unit in and have a piece of armor on TR, especially if it will roll into a battle with infantry in the open). Otherwise use this rear position to both rest units and construct second lines (if possible with the aid of engineers), preferably in good supply. If possible only 2 out of 3 'pieces' of any unit should be in the front line- if only one is attacked you may be able to rotate units in and out of combat so that 2 out of the 3 are in reasonable shape. So, for example, if one of the 2 front line units gets badly hit but the line holds, rotate it out for the fresh one in the rear and dig both in again. This helps supply for the whole unit, since when recombined the unit does so at the average of all 3 pieces, so the effect of the 'hit' one or two piece(s) took can be diluted by recombination with the other(s).
In some cases and if possible, rotate entire formations out, putting them either in total reserve or else in the front line in areas that are less threatened and/or needed by the enemy. You should always try and save 1 MP for any unit to dig in at the end of its turn, even when moving reinforcements up to the front. It reduces interdiction effects and you may need these entrenchments as you retreat so as reinforcements move up, try to dig in on the way to the front in good defensive positions you know you'll probably need later, though don't go too far out of your way.