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Obsolete -> RE: Troina (1 vs 1) (5/19/2011 8:42:17 AM)
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To be honest, I should be paying even more attention to details in this game then I am. Actually I installed the 1.01 patch and I noticed it had re-set my 'show die rolls' option to the default of no. Because of that, I didn't have too much interest in scanning through all the details on the panel, particularly since we do have a combat results window to show the general outcome anyway. However, I did toggle the rolls back on so I can pay more attention to the details of what happened next time we have a blood-bath. Each unit which is forced to do a QC ends up doing its own die-roll, which is then compared against the QUALITY rating of that unit. Artillery supporting an assault, is always carried out first, then the ground forces attack. Therefore, if my opponent had some arty in reserve to aid his defending unit, and it scored a decent hit on my forces, this could drastically affect the expected outcomes. My only artillery unit I had left to aid support was going to inflict a kill of ONE hit as long as the die-roll for it was a 1. Since there are only 10 pips on these combat rolls, that basically gave me a 10% chance to soften him up good before the assault was carried out. Unfortunately, as can be seen I scored no such hit, but that was expected 90% of the time, I was just trying to maximize my luck there. Like I said, I tried to knock out that unit with EVERYTHING I had there. One of my infantry was knocked out of command so could not support the attack, it is POSSIBLE that extra unit may have been able to shift the balance of the attack even more in my favour. Anyhow, my opponent has played many wargames in his time, and was part of the beta, so I knew this game wasn't going to be easy. I also doubt he would intentionally want to withdraw his unit from the victory hex (unless it was some sort of elabourate trap somewhere). He had a good quality unit, in a good defensible terrain, an important hex, and IIRC he had fortification bonus on top of that. As a rule of thumb, it seems the main strategy for this scenario is for axis to slow down the allies as much as possible by forcing them into a slow grind of fighting it out.... until time runs out. If the axis can hold out long enough to deny me my objective... they win.
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