Re: Questions
In an assault/defend situation, both the attacker and defender have had time to prepare. It will therefore take longer - so more turns are given out by the game. The attacker can therefore be more methodical in his advance and reduction of the enemy defences. The defender is dug in, and can use fortifications and mines, to compensate.
In the delay/advance pairing the game gives less turns than an assault (but more than a meeting engagement) as the advancing force wants to brush the enemy aside faster. The more turns you give the attacker (by editing the set-up) then the less pressure is on the advancing player. Also, if timed objectives are used, then the pressure for the attacker to crack on is more pronounced. The delaying player has more troops to keep the attacker away, but has not had time to prepare field defences.
In the assault, the artillery overload penalty does not apply to the assaulting player, but in the advance he is allowed more arty percentage than in a meeter, but still there is a limit so he cannot too easily blow away the defence.
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