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Withdrawal?


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Me262,

the advantage of withdrawal is that units move instantly with no C&C delay ..... handy if the building is about to collapse or something awful. You can only withdraw in limited directions towards your own forces.

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<BLOCKQUOTE>quote:</font><HR>Originally posted by Blackthorne:

I always wondered if by issuing the withdrawl command you cost your troops morale points. Does anyone know if simply by issuing this order your troops become more demoralized?<HR></BLOCKQUOTE>

Yes, "withdraw" will cause a drop in morale. The amount of the effect will vary, depending on the following:

1. Current morale state

2. In/out of command

3. If in command, the morale rating of the HQ.

4. The experience level of troops

So, a veteran/in-command/OK squad can withdraw fairly safely...you might expect an alerted/cautious state at the end of the movement. However, withdrawing a green/out-of-command/Alerted squad could result in a Broken! squad when it's all over.

So, use that withdraw command before 5 enemy squads open fire on you from 5 different directions, because by that time it's probably too late... :(

engy

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Engy's post is the works.. .

"Withdraw" is a real saver for point-squads. When strong contact is encountered, issuing a "withdraw" right away can make the difference between a dead squad and a living one.

Also, very useful when the odd spotting round has fallen to get the heck out of there before it starts pouring down, or when that damn Stug has started blowing the house your MG is hiding in down.

If used preemptively (just as the proverbial hits the fan, or even before), "withdraw" is a major lifesaver.

coralsaw

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The other thing about the withdraw command is that it's best to withdraw into immediate cover--e.g. back over the crest of a hill or back from one building into another nearby building or deeper into the trees where LOS will be lost if you're near the forest's edge.

As was mentioned in another recent thread on this topic, your running pretty fast, presenting your backs to the enemy, and moving with no regard to cover, so you can get pretty well shredded if you don't go into immediate cover and, as suggested above, even a little fire might cause a green squad to break.

If you're using the withdraw command to save a point squad, it can pay off to plot a safe withdrawal rout before you send the squad forward.

It's also very useful for getting quickly out from under an artillery barrage, particularly is you notice a spotting round coming down before the main barrage.

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