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Shock
So…how did armored forces create this “shock” effect during the early stages of WWII? Simply put, they employed speed, unexpected directions of attack (especially from the flank and rear), and overwhelming firepower at the decisive point to destroy (kill, capture, or cause to cower) units within the enemy’s command--which in turn reduced, eliminated, or frustrated the options available to the enemy commander.
How did we model it in Desert War 1940-42? In three ways. Successful mechanized force commanders employ three key ingredients to achieve victory on the battlefield—rapid mobility, overwhelming firepower, and shock/surprise. Desert War strives to replicate these ingredients and their interactions in game play.