ORIGINAL: Paul Roberts
Very simple question:
When starting a turn as German, do you
1) Lead with your Panzer units, moving them first and clearing the way for slower follow-on forces?
2) Use your slower units to push resistance out of the way and claim some hexes, thus maximizing the distance your Panzer units will be able to travel?
My instinct is to do 2, but I've started to wonder if this is gaming the movement mechanics somehow. Historically, shouldn't my armor be making the breakthrough?
Option 2 is the way to go if there is judged to be no real defense in depth and capturing territory is your goal. Otherwise a combination of the two options to suit the situation, as several of our colleagues have mentioned in this post.
At this point I just want to mention that this aspect of the game, is for me, the one real weakness of this great game. Troops of an armoured division that wait around for the best part of a week for an infantry division to move up and attack from over a hundred miles away, still have their full movement allowance when in reality, they would only have the MP's remaining for the fraction of the week left after the combat. They can proceed through the combat hex after the above mentioned combat as though no time has passed. It would be more realistic to have combat zone movement penalties in hexes where combat has taken place to prevent the above happening. It was used in a favourite boardgame of mine, "Trial Of Strength". Worked a treat.