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Old September 12th, 2016, 09:11 AM
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Default Re: Acceptable US Casualties Against 3rd World Armies

Time is really the big thing. While the action might be hot and heavy for a few minutes or hours it's rarely longer ... the battle of Ia Drang (from the "We Were Soldiers" movie) is the exception. The "West" has a lot of support assets and makes liberal use of them. For the most part "Third World" forces have what they carried to the battle and little else.
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Old September 12th, 2016, 05:14 PM
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Question Re: Acceptable US Casualties Against 3rd World Armies

The scenario is an USMC company airborne assault, the Alpha 1/6 "Apache" in the Helmand province of Afghanistan.

I've extended the turns to give the Marine player time to assemble for the assault after debarkation, with the understanding in an assault timed objective scenario, points are awarded after a third of the turns.

Apparently, points are awarded each turn on the number (not value) of VFs held by the Taliban. Correct?

So, the tweak is to assign an appropriate number of hexes with VF's that are central to the mission and none more. Further, to do so in a way the Marine player has a reasonable period of time to accomplish the mission, else the Marine player will fail to achieve a victory. Makes sense?

Finally, making the scenario within "acceptable losses" suffered by the Marine player as introduced by IronDuke99.

I was erroneously looking at casualties to personnel (loss of men), but the game is concerned with casualties as loss of force value or damage points. Is this right?

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Old September 13th, 2016, 02:18 AM
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Default Re: Acceptable US Casualties Against 3rd World Armies

Quote:
Originally Posted by shahadi View Post
The scenario is an USMC company airborne assault, the Alpha 1/6 "Apache" in the Helmand province of Afghanistan.

I've extended the turns to give the Marine player time to assemble for the assault after debarkation, with the understanding in an assault timed objective scenario, points are awarded after a third of the turns.

Apparently, points are awarded each turn on the number (not value) of VFs held by the Taliban. Correct?

So, the tweak is to assign an appropriate number of hexes with VF's that are central to the mission and none more. Further, to do so in a way the Marine player has a reasonable period of time to accomplish the mission, else the Marine player will fail to achieve a victory. Makes sense?

Finally, making the scenario within "acceptable losses" suffered by the Marine player as introduced by IronDuke99.

I was erroneously looking at casualties to personnel (loss of men), but the game is concerned with casualties as loss of force value or damage points. Is this right?
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Not in front of my computer but I would read your game guide again.
VF hexes, any controled hexes would award points to the controling side. Therefore the only way to make it benefit the attacker is to ensure they control the majority by the time they start getting awarded points for them.

Game looks at force value not men so outcome is based on value of units damaged or destroyed plus any points awarded for VH at game end.
So if you have a high cost unit its loss can easily swing the outcome.
Losing 10 squads at 20 points each is the same as losing one vehicle thats worth 200 points.
Hence expensive units like FOOs should not be put in danger.

Fairly sure though I do it just because it feels right that losing a unit is far worse than it being damaged so if an infantry unit is badly damaged if possible try to stop using it in combat.
As I say unsure but if you have a 10 man squad & its wiped out you have lost the total unit cost.
If it is just reduced to 5 men but survives the loss is less than 50% of the unit cost.
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