Quote:
Originally Posted by PKH
I could still not fire myself without getting reaction/op fire from all enemy units in range. So the best strategy in defense is to do nothing a lot of the time, and instead rely on reaction fire in the opponents turn.
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You got it. Set your units to fire at half-range, quarter-range or even less (I often set mine to one hex, or 50 meters, if there's armor in the neighborhood) depending on the circumstances. If, as a defender, you fire during YOUR movement/fire phase you don't get the same benefit as when ENEMY units are moving and firing, especially if you restrict your reaction/opfire to an effective (shorter) range.
Naturally, if you're attacking, things are a bit different

. Sometimes I'll fire "blind" into hexes I believe are occupied before moving anybody forward. It's called "area" fire (z-fire in the game) and was used plenty of times in WWII, notably by Rommel in France 1940 and the Eighth Army in North Africa (British infantry would advance through a smokescreen, firing from the hip until they came on the enemy trenches; then it was hand-to-hand IF the enemy didn't run or surrender first).
This is a terrific game and all of us are privileged to play it, whether we appreciate it or not. Cheerio and carry on.
