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Old 03-03-08, 02:42 AM   #3
joegrundman
Ocean Warrior
 
Join Date: May 2007
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Default Ground Units and operations

Ground Units

Each ground unit counter has two numbers, e.g. 1-3, 4-6. The first number is the strength of the unit, the second number is it's movement allowance.

Normally a MAXIMUM of two ground units may be on the same hex at the same time. (5 are allowed on bridgeheads)

There are two main kinds of ground unit and several specialist units.
the two main ones are:

Infantry : the most basic unit
Armor: armor units are vital for conducting overruns, making breakthroughs and most importantly exploiting from a breakthrough.

Each unit can move up to it's allowance, taking into consideration the effects of terrain and supply, and then attack.

The attackers strength is the total of the attacking units plus any air support and naval support available. The defender's strength is the total defending strength multiplied by the terrain effects plus any air support.

If you want to win, it's best to have the stronger force!

Overruns. If an attacker can exert a force of 6:1, it can make an overrun in the movement phase (at the cost of 1 movement point - also no more than 2 ground units may combine to make the overrun). The units can then attack AGAIN in the combat phase.

Breakthrough. If an attacker includes an armor unit (with a Combat training level - CTL- above 0) in a succesful attack, this can make breakthrough in the enemy line. Armor units that were not used in the attack, but were adjacent to the attacking units, may move into the breakthrough area.

Exploitation. These armor units may then surge forward behind enemy lines and cause all manner of chaos - attacking, and isolating enemy units. Entire armies can be encircled by successful exploitation attacks, and isolated units, out of supply, have only one turn to try and free themselves before they surrender en masse.

As you can imagine, with a combination of overruns, attacks and exploitation, a well-planned offensive can potentially yield vast rewards.

Specialist units are:

Airborne = may airdrop. this can eliminate the defenisve advantages of lying behind rivers. Airborne units also ignore stacking limits.
Marines = beach invasion specialists. Also ignore stacking limits
Commandos = port invasion specialists
Flak = i guess you know...
chindits = specialist jungle warfare airborne unit
replacements = cheap units for use with attrition losses
Partisans = annoying behind-enemy-lines units made up of resistance fighters. Do not need supply.

Questions?
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