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Delaying Action


MPK

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Hail Mighty Cerebromorphs!

I am working on an operation

(say, July 1941)in which tired,

out-of-ammo,broken green Soviet

troops attempt to retreat across

a river and thus escape being

put in the bag by advancing

panzers and armored infantry.

A small screening force of

tankettes, armored cars and

pioneers attempts to delay the

germans, and buy time for the

river crossing.

My thought is that the vast

bulk of the Soviet forces

will be WEAKENED, on LOW ammo

and TIRED in Battle #1 (with

heavy casualties and some support

weapons abandoned). Those

that survive into Battle #2

will still be WEAKENED, but

will have replacements and

ammo, thus there is incentive

to save them (they will fight

better from the riverside

town).

The river runs at right angles

to the axis of advance, and thus

hopefully the 'borders' will be

redrawn between battles in such

a manner as to allow a gradual

retreat to the river....

My questions (to anyone who might

have the time/knowledge):

(a) what should I set No-Man's Land

to?

(B) would ASSAULT or STATIC be better?

© what makes troops likely to

surrender (in CM, that is)i.e

how do I ensure that it is possible

for the German player to use

his superior mobility to bag

Soviet infantry. I have never

seen a mass surrender in CM,

but maybe I'm just lucky.

(d) if would be great if the

crossing of the river was done

by boat under Stuka attack...

(e) most importantly, has

somebody already done something

similar?

Your thoughts appreciated

Matt

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