Re: Infantry Casualties at 50m
Try the same thing in an all urban environment (individual building..not factories with internal LOS) or when the LOS for trees is restricted to 1 hex. As I've said, the combat results seem fine outside of 1 hex (50m). So spotting at 3 hexes, pinning etc all work fine.
That does not work when dealing with 1 hex LOS in close terrain. You can provide no cover fire because you cant see the enemy. To see it, you must be adjacent. When you move adjacent, you trigger the OP fire which more than likely will cause 2-4 casualties from the Rifle, 1 more from the SAW, and 1-2 more from the grenades. Somewhere in there, you are thrown back a hex. So you've gained nothing except for 4-6 casualties. The next squad has the same option...move up, take it in the shorts and hope to 'stick'. If not, the third squad is still in no better position than the other two. Following turns are worse because your initial squads are already wrecked to no gain.
Since there is no ability to move simultaneously to overwhelm the enemy and no ability to get some 'prep fire' on him, he has defensive capabilities in excess of reality. You have to attack him piecemeal and you get chewed up piecemeal.
So because of the limitation imposed on the attacker by the one unit at a time movement system, the defender should NOT inflict those kind of casualties (and hence 'morale checks') on every unit that moves within 50m. The attacker is being unfairly penalized due to the iterative turn-based system. To compensate, the defender should lose some lethality on its 1 hex defensive fire.
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