'Engagement' querries

hithero

Mongoose
For the first time we had a one-on-one game 2000pts a side last night and so decided to use the Engagement rules, so...

1) Battle Advantage - what is the 'Highest Level' of tactics, we guessed it was Defend as thats top of the list - not sure what thats got to do with 'Highest Level' or not and whatever it is.

2)Deployment Restrictions - the text says the forces must be more than 12" from the center line, yet the photo's show this as 6", which is correct? We decided forces 12" apart was to close so opted for the 12" option until we chose 'Encounter', but this gave us a redicuoulsy small set up area, just 12" x 24" and so went for the photo option.

Our conclusion is that both the text and photo are wrong and suggest that for Battleline and Deep Defense you use the 12" from CL option and Encounter the 6" from CL option.
 
hithero said:
That makes starting positions awefully close, just 12" apart.

_If_ both players insist on going right up to the line!

However, try it - it works. This has been the standard deployment since Starship Troopers. . .
 
I thought it was very close as well when I first started playing, but it naturally forms a "push & pull" deployment like some of the old 40k scenarios where you alternated placing units and couldn't place a unit within 18" of the enemy. This created a deployment where one person would deploy as far forward as he could in order to push back the opponent's forces in that part of the table.

In a game of WaW or SST with this deployment, it happens naturally. If some bugs deploy forward ("if" :lol: ) then your forces in that area deploy deep to make use of their ranged weapons. The same thing happens in BF:Evo with SMG squads, or rifle squads near a building. The opponent deploys deep to make the SMGs come to him, or to give the occupied building plenty of room and reduce its dominance.

In part this is because in BF:Evo we know who is going to take the first turn and units are more brittle than Space Marines in 40k. No one wants to stand in the open on the first turn to risk getting the good position, or to risk getting the first turn of shooting.
 
It might be ok in most scenarios, but if you had to defend as in the Delay mission, it would be nigh impossible to keep the enemy out as you would have to defend right on the border or let the attackers jump straight in.
 
hithero said:
It might be ok in most scenarios, but if you had to defend as in the Delay mission, it would be nigh impossible to keep the enemy out as you would have to defend right on the border or let the attackers jump straight in.

That is why there are turn limits - you get the push into your territory, then spend time to repulse it. More exciting than an enemy getting cut down before they get anywhere near you!

Again, try it - it works!
 
hithero said:
I don't know, I had great fun getting cut down by a Tiger in cover this week :)

Attacking or defending?

One thing we have noticed is that tanks that charge forward into deployment zones (yay, even Tigers!) tend to get hammered very quickly - supporting units must be used to protect them.
 
I was attacking against the Tiger and got 1 para into the area but won on points. My Firefly survived thanks to expendable half-tracks being thrown between the Tiger and my Firefly. I could have assaulted the Tiger on turn 6 with an intact group of para's but as it would not explode (hopefully) until turn 7, that was pointless.

'twas a good game :D
 
I was just reading a historical account of US troops cut off in the first hours of the Ardennes Offensive. They put up such a tough fight that at one point the surrounding Germans secretly moved 3 Panthers into positions overlooking the town and then drove a captured US halftrack down the road towards town, with a couple German halftracks close behind it so as to be concealed in the dust of the column. They were hoping the convoy would either be fired on or welcomed, either way would reveal the defenders' positions. Poor halftrack drivers in gaming, and in reality!
 
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