View Full Version : Any numbers?
Heldenkaiser
28 Jul 06, 07:03
So what is the minimum strength of infantry and/or armour that can be expected to actually defend a hex rather than withdraw on contact? I am sort of depressed by all those automatic overruns ... :nervous:
Edit: I really mean "reasonably" be expected ... I am aware there is chance involved, there is no guarantee for anything, and an overwhelming force will probably push aside anything it encounters. But under normal conditions, in a scenario on this scale, where does a reasonable chance for an actual defence begin? Thanks.
General Staff
28 Jul 06, 09:21
I use 2 or 3 as a defensive benchmark, but it's dependent on a number of factors- arty support and the attacking force you're up against among them.
In 2WIN I know it's depressing, but bear in mind every Allied attack drains each participating unit's supply and readiness. The more attacks the worse for them, especially if in hostile terrain with arty support raining down on them. These units- evaporated by interdiction or combat or routed/retreated- are buying time and eventually maybe a draw or victory.
In summary, your job is to win, not to keep all your units safe and sound. That's war. the best you can do is provide escape channels to routed units and just do the best you can. Which is exactly what you're doing.
General Staff
28 Jul 06, 09:26
where does a reasonable chance for an actual defence begin?
Just to add to my previous post. IMO there was no reasonable chance for an actual defence in Normandy. The Allies had made sure this was going to be a 100% success to the extent they could, and it pretty much was. The defence was really just a delaying action, rather similar to what the Germans tried (and IMO succeeded with) in Italy.
So maybe look at the scenario as doing better at what was achieved by the Germans historically rather than halting the Allies dead in their tracks. The more you try to do this- halt them dead- the more you play into their hands and the greater the chance of a loss. Just yield ground and make the yielding as costly as possible in terms of casualties and- more importantly- time.
Hope this helps.
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