Outnumbering the enemy: how to make the number count?
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Outnumbering the enemy: how to make the number count?
Had a situation where a battle-line with 3 battle-groups of 24 bases in two ranks continued to melee a battle-line of 2 battle-groups of 12 bases in 2 ranks. Apart from the overlap of one base at each end I didn't know how to make the best of having 2:1 odds.
I think I'm right that:
1) bases must conform to the frontage of the base there are fighting - not battle-group to battle-group frontage. For example the smaller battle groups don't have to use their 2nd rank to expand one base per turn to conform to the frontage of the larger group, (assuming the 2nd rank base gives POA etc).
2) There is no wrapping round the flanks with the extra bases.
3) Hits are disregarded after a successful Death Roll and don't accumulate each turn.
Seemed that it it was just 14 bases v 12 and a lot of extra guys in the flanks marking time until the fight was over, (many turns if the losers frustratingly keep passing Cohesion tests!).
So, how best to make use of the extra numbers for a quicker win?
I think I'm right that:
1) bases must conform to the frontage of the base there are fighting - not battle-group to battle-group frontage. For example the smaller battle groups don't have to use their 2nd rank to expand one base per turn to conform to the frontage of the larger group, (assuming the 2nd rank base gives POA etc).
2) There is no wrapping round the flanks with the extra bases.
3) Hits are disregarded after a successful Death Roll and don't accumulate each turn.
Seemed that it it was just 14 bases v 12 and a lot of extra guys in the flanks marking time until the fight was over, (many turns if the losers frustratingly keep passing Cohesion tests!).
So, how best to make use of the extra numbers for a quicker win?
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Two possibilities spring to mind.
1) only fight his two BGs with two of your own BGs. Use your third BG to set up a flank or rear attack;
2) run one or more of your BGs three deep instead of two deep. This will allow you to get all three of them fighting his two BGs (which will divide up the hits he causes). It will also make your BGs more resilient if/when you lose a death roll, as the third rank can easily fill in, whereas the opponent's BG loses a dice whenever he fails a death roll.
Marc
1) only fight his two BGs with two of your own BGs. Use your third BG to set up a flank or rear attack;
2) run one or more of your BGs three deep instead of two deep. This will allow you to get all three of them fighting his two BGs (which will divide up the hits he causes). It will also make your BGs more resilient if/when you lose a death roll, as the third rank can easily fill in, whereas the opponent's BG loses a dice whenever he fails a death roll.
Marc
The third group of the three could provide rear support. It would give a +1 on cohesion tests for both the two in front if correctly placed.
However, having three BG's in three ranks fighting two BG's in two ranks should be the best option. The attrition effect on this frontage will be large. The two rank BG's are 50% more likely lose a base and they are going to roll one dice fewer in melee each time they do so.
However, having three BG's in three ranks fighting two BG's in two ranks should be the best option. The attrition effect on this frontage will be large. The two rank BG's are 50% more likely lose a base and they are going to roll one dice fewer in melee each time they do so.
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Re: Outnumbering the enemy: how to make the number count?
All CorrectGunrunner wrote: 1) bases must conform to the frontage of the base there are fighting - not battle-group to battle-group frontage. For example the smaller battle groups don't have to use their 2nd rank to expand one base per turn to conform to the
frontage of the larger group, (assuming the 2nd rank base gives POA etc).
2) There is no wrapping round the flanks with the extra bases.
3) Hits are disregarded after a successful Death Roll and don't accumulate each turn.
Well I think you would overlap on each end so more likely 16 to 12. 2 being on each end.Gunrunner wrote: Seemed that it it was just 14 bases v 12 and a lot of extra guys in the flanks marking time until the fight was over, (many turns if the losers frustratingly keep passing Cohesion tests!).
So, how best to make use of the extra numbers for a quicker win?
Sometimes guys are just tough. But in the grand scheme, it is often better to take the 3rd BG and swing around to change in on the flank. That starts the deterioration that shoudl start allowing you to win more and bigger.
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So in summary you have 3 options:
1) Use 2 units to pin/engage and the 3rd unit to move around and position a flank attack
2) Use 2 up and 1 in reserve to boost the morale (i.e. +1 on cohesion tests)
3) Use 3 up in 3 ranks to "grind" through the opponent + go for overlaps if you can get them.
The flank attack will be pretty effective, but will take 1-2 turns to set up (i.e. 2-4 rounds of melee).
Option 3 should work, but there is always a chance that your opponent gets luck and hangs on for much of the game. The point of option 3 is that you lose bases off your 3rd rank and so don't lose combat dice whilst any base loses for your opponent will result in reduced combat dice for them.
Option 2 is probably the least effective, although it does give you an uncommited unit in hand. It's probably more useful where the reserve unit is cavalry and so can move reasonably quickly to a key point later in the game.
1) Use 2 units to pin/engage and the 3rd unit to move around and position a flank attack
2) Use 2 up and 1 in reserve to boost the morale (i.e. +1 on cohesion tests)
3) Use 3 up in 3 ranks to "grind" through the opponent + go for overlaps if you can get them.
The flank attack will be pretty effective, but will take 1-2 turns to set up (i.e. 2-4 rounds of melee).
Option 3 should work, but there is always a chance that your opponent gets luck and hangs on for much of the game. The point of option 3 is that you lose bases off your 3rd rank and so don't lose combat dice whilst any base loses for your opponent will result in reduced combat dice for them.
Option 2 is probably the least effective, although it does give you an uncommited unit in hand. It's probably more useful where the reserve unit is cavalry and so can move reasonably quickly to a key point later in the game.
Thanks all, I'll try those as appropriate during the next game.
The lesson for the outnumbered side is also seems clear: charge first to fix the enemy and reduce his option. Also impact combat is always on even numbers so it's looks like it's worth being aggressive even when outnumbered. Of course there are so many situations where that may not be true. But for enemies with equal numbers of impact foot it seems a viable gamble to get a real advantage: charge with two thirds to fix his three and use the unengaged third to outflank.
The lesson for the outnumbered side is also seems clear: charge first to fix the enemy and reduce his option. Also impact combat is always on even numbers so it's looks like it's worth being aggressive even when outnumbered. Of course there are so many situations where that may not be true. But for enemies with equal numbers of impact foot it seems a viable gamble to get a real advantage: charge with two thirds to fix his three and use the unengaged third to outflank.
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Well like a lot of situations do you want it to develop slowly or quickly when you are on the losing side slower is often the answer.Gunrunner wrote:Thanks all, I'll try those as appropriate during the next game.
The lesson for the outnumbered side is also seems clear: charge first to fix the enemy and reduce his option. Also impact combat is always on even numbers so it's looks like it's worth being aggressive even when outnumbered. Of course there are so many situations where that may not be true. But for enemies with equal numbers of impact foot it seems a viable gamble to get a real advantage: charge with two thirds to fix his three and use the unengaged third to outflank.
But as always "it depends"
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