Re: Assaults and the mine belt
As Don says - the prime advantage of engineers and engineer vehicles is that they clear obstacles from the next hex, so there is no need for them to enter the obstacle hex, possibly tripping a mine.
That is already stated in the "Mines and field engineering" section of the manual - bullet #2 in that section.
If you assault with a large number of points, the opponent will have more points to use, including buying field defences. Similarily, if you attack on a narrower map, then the opponent has a narrower frontage to fill with defences (and troops!) so you will have to fight through a deeper and denser concentration of forces the narrower the map you select.
So, as suggested - with a very large allocation of points, then you should possibly also consider choosing a wider map, so the defender density will be reduced per unit of area. If you choose a map with double the width, then the defender will have to use double the width of mine belts to close off that width, thus reducing the density by 50%, and the defending troops will be more spread over the map as well, allowing you to gain local superiority that much easier.
If you use lots of attacker points on a narrow map, then it can result in a defended zone more like a WW1 trench system, or Kursk-level defences etc!.
Therefore as suggested - you can increase the number of turns, and that may well be a good idea if you choose an assault battle that is guaranteed to produce a thick concentration of enemy troops and defences to fight through. More turns will let you fight a more deliberate step by step assault, and balance off the extra time the enemy field defences will need to overcome.
Cheers
Andy
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