[WarInEur] Combat results oddity

Don Lazov dlazov at comcast.net
Tue Aug 26 19:08:57 EDT 2008


Are you using the new Attrition Option? I hold the record of 4 weeks 
knocking out France. Almost got Russia in 41 but the weather and my 
units being down to 20%-30% stopped me, then the Soviets counter 
attacked until they were down to 30-40% and stopped and we froze 
immobile and limp.

Hum, where have I read that before?...only with attrition.

Gary Krockover wrote:
> In my pbem game (me as the Allies), Germany is having a heck of a time 
> defeating France; it's the 3rd week, 8th cycle, of 1940 and he's just 
> now barely reaching Paris. We can't imagine that Russia would ever 
> have a chance of falling.
>
> The sad part of it is, that as the Allies, I've rarely 
> counter-attacked because the best that I can muster is a poor 3:1 
> attack that would more times than not be more detrimental to me, so I 
> just fortify and sit there which takes away from the enjoyment factor 
> a bit.
>
> Again though, we are both new to the game, so perhaps there's some 
> tactics or approaches that are unique to the game that we need to learn.
>
> GJK
>
> At 01:55 AM 8/25/2008, Eric Gerber wrote:
>> The original game was about making lots of 3-1 attacks.  This is what 
>> allow you to push the line until it broke.
>>  
>> Eric
>>  
>>
>>     -----Original Message-----
>>     From: warineur-bounces at mailman.halisp.net [
>>     mailto:warineur-bounces at mailman.halisp.net]On Behalf Of Kent &
>>     Sue Haunschild
>>     Sent: August 24, 2008 10:57 PM
>>     To: Warineur; Gary Krockover
>>     Subject: Re: [WarInEur] Combat results oddity
>>
>>     The the board game CRT has been coded into CWIE2 so they are
>>     identical.  Normally, I never make low odds attacks because they
>>     are so adverse for the attacker.
>>      
>>     However, the attrition option almost requires the use of low odds
>>     attacks to soak off the ememy strength.  It was while playing a
>>     hotseat game that it occurred to me that when the defender is
>>     flipped he always has the option to retreat but the attacker
>>     doesn't.  Which given the rules regarding flips always have the
>>     retreat option seemed odd. So I brought it up for comment.
>>      
>>     One of the reasons the Static division were given the attack
>>     factor of one was so that it could participate in a low odds
>>     attack and hope for a both retreat result and maybe retreat out
>>     of a pocket  Otherwise they are just about helpless
>>      
>>     Expanding on this idea and modifying the CRT by adding some Ar
>>     results  and allowing the Attacker the retreat option if flipped
>>     by a Ae or Aex result "seem" to be an expansion of that idea and
>>     should give the Allies and Soviets some more combat options when
>>     on CRT4.
>>      
>>     For example-
>>      
>>     Maybe the 1:2 odds which is now all Ae would be changed to Ae,
>>     Ae, Aex, Aex, Ar, Ar.  So there would be a 1/3 chance for
>>     complete dietruction of the attacker, a 1/3 chance of an exchange
>>     result with a flip and attacker retreat option following and a
>>     1/3 the the attacker would be forced to retreat or flip to hold
>>     the hex.
>>      
>>      
>>     Other columns woul be similiarly modified but you get the idea. 
>>     Players have complained that the Allies and Soviets have such
>>     crappy CRT's that it is impossible to make an attack.  This or a
>>     similiar change would rectify that to a certain extent.
>>
>>         ----- Original Message -----
>>         From: Gary Krockover <mailto:cmbb at garykrockover.com>
>>         To: Kent & Sue Haunschild <mailto:kentsue at cox.net> ; Warineur
>>         <mailto:warineur at mailman.halisp.net>
>>         Sent: Sunday, August 24, 2008 11:48 PM
>>         Subject: Re: [WarInEur] Combat results oddity
>>
>>         I'm new to the game, but along these lines I've noticed that
>>         the CRT's are very defensively balanced (i.e., very
>>         non-"bloody").  A 4:1 or 5:1 attack even only does a DR on a
>>         5 or a 6 with the rest of the results being adverse to the
>>         attacker.  This just means that you really have to plan and
>>         coordinate your attacks (using air support and optimal
>>         combined arms attacks).  Is this normal in the boardgame
>>         version as well (I'm coming from the CWIE2 beta-tester point
>>         of view)?
>>
>>         GJK
>>
>>         At 11:29 PM 8/24/2008, Kent & Sue Haunschild wrote:
>>>             On combat results of 1/2ex, Ex, or De if either unit is
>>>             eliminated it can flip and retreat.  If the Result is a
>>>             Dr or Br the defender can choose to flip and hold the
>>>             hex and the attacker can choose to flip and advance on a
>>>             Br. However, if the result is a Ae or Aex the
>>>             battlegroups cannot retreat.  Seems kind of odd.
>>>              
>>>
>>>             [11.32] At the moment that a unit is reduced to its
>>>             Battlegroup, the Battlegroup has the option to retreat
>>>             one hex. In some cases, this will save the unit from
>>>             being Overrun in the Enemy Mechanized Movement
>>>             Phase.<?xml:namespace prefix = o ns =
>>>             "urn:schemas-microsoft-com:office:office" />
>>>              
>>>
>>>             [12.63] Whenever a Kampfgruppe or a Battlegroup is
>>>             formed as a result of combat, that unit has the option
>>>             to retreat one hex. This retreat must be made
>>>             immediately during the Combat Phase, before any other
>>>             combat is resolved.
>>>
>>>              
>>>
>>>             Here are two rules from the DG living rules.  Why don't
>>>             they apply to Ae or Aex results.  Also how come there is
>>>             no Ar.  It seems to me that it is more likely that a
>>>             attacker will retreat rather than suffer elimination.
>>>               
>>
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