Re: Questions
I particularly like delaying actions, because, like an advance, they are mobile actions. Because the AI is committed to attacking the victory hexes it is possible to set up all sorts of ambushes and flanking movements. I usually attack first in a delay scenario and establish a temporary strong-point somewhere in enemy territory (maybe in a small town or behind a hill, in a depression etc), then apply a flanking movement, what we call in Australia the "pin and hook". Moving forward confuses the AI's artillery and the AI usually won't drop on their own advancing units. Timing is exquisite in deciding to withdraw, because you can't allow your smaller forces to get overrun and wiped out. Then simply stage a withdrawal to the next strong point and ambush the AI all over again! Meanwhile your "hook" can snipe away at pinned and buttoned enemy from the flank. A very small and fast element (armoured cars, motorcycles, armoured infantry - you don't need much)can advance up the flanks under cover of terrain and smash up the AI's artillery.
Great fun!
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