Commander Bello
Say No 2 Net Validations
I'd assume that civzombie made a valid statement in posting #13.
We already know about the emphasis on combined arms. THIS already makes for stacks, that hardly can be disputed anymore.
Under the assumption that an artillery type unit might damage 6 units (just to make the example easier to understand), ANY stack size below 6 units would be counterproductive, as just one unit could damage the whole stack. As soon as you have a stack of 7, at least one unit will be left unharmed. This seems to be a clear argument to have bigger stacks.
Now, to all those who are currently thinking of having more, smaller stacks: here you will face the problem of coordination in matters of time and space. Look at this example, where we take into consideration that we need a certain combination of arms to provide the best defense for any possible kind of attack (this is due to the R/P/S concept):
. . . . .
. . D . .
1 2 3 4 5
x x x x x
with:
. = just an unoccupied tile
D = a given defense position
1-5 = "mini" stacks
x = tiles needed to be accessable as otherwise you wouldn't have been able to deploy 1-5 to the given positions. (If one would say that 1 - 5 could have been using just one of the x's before, this at first would mean that you would have had a SoD at that time and secondly, that you would have exposed that SoD to enemy artillery fire, which was called to be a bad thing for the SoD-concept)
Now, if D doesn't mark a town (which we assume to have to be hold), the defender might easily jump on stacks 2 or 4 with a high probability of killing them. He then would be exposed only to the fire of the two adjacent mini stacks 1 and 3 or 3 and 5.
The bigger the stack of D is, the more likely it is not only to kill stacks 2 or 4, but to survive the counter attack of (1,3) or (3,5).
Again, size matters.
Even under the assumption that D marks a town to be hold (thus no preventive attack of D to 2 or 4), it will be clearly advantageous for D to have a big stack (with many arties), as this will allow to "redline" any single mini stack and to take it out with just a few fast moving counter attackers. This would lead to the complete loss of one of those mini stacks, without reducing the strength of the defender at position D too much.
The attacker on the other side will only be able to protect his units in the best way if he has them combined into a big stack - SoD.
After that, all comes down to a WW1 like artillery duel. The bigger gun will survive.
We already know about the emphasis on combined arms. THIS already makes for stacks, that hardly can be disputed anymore.
Under the assumption that an artillery type unit might damage 6 units (just to make the example easier to understand), ANY stack size below 6 units would be counterproductive, as just one unit could damage the whole stack. As soon as you have a stack of 7, at least one unit will be left unharmed. This seems to be a clear argument to have bigger stacks.
Now, to all those who are currently thinking of having more, smaller stacks: here you will face the problem of coordination in matters of time and space. Look at this example, where we take into consideration that we need a certain combination of arms to provide the best defense for any possible kind of attack (this is due to the R/P/S concept):
. . . . .
. . D . .
1 2 3 4 5
x x x x x
with:
. = just an unoccupied tile
D = a given defense position
1-5 = "mini" stacks
x = tiles needed to be accessable as otherwise you wouldn't have been able to deploy 1-5 to the given positions. (If one would say that 1 - 5 could have been using just one of the x's before, this at first would mean that you would have had a SoD at that time and secondly, that you would have exposed that SoD to enemy artillery fire, which was called to be a bad thing for the SoD-concept)
Now, if D doesn't mark a town (which we assume to have to be hold), the defender might easily jump on stacks 2 or 4 with a high probability of killing them. He then would be exposed only to the fire of the two adjacent mini stacks 1 and 3 or 3 and 5.
The bigger the stack of D is, the more likely it is not only to kill stacks 2 or 4, but to survive the counter attack of (1,3) or (3,5).
Again, size matters.
Even under the assumption that D marks a town to be hold (thus no preventive attack of D to 2 or 4), it will be clearly advantageous for D to have a big stack (with many arties), as this will allow to "redline" any single mini stack and to take it out with just a few fast moving counter attackers. This would lead to the complete loss of one of those mini stacks, without reducing the strength of the defender at position D too much.
The attacker on the other side will only be able to protect his units in the best way if he has them combined into a big stack - SoD.
After that, all comes down to a WW1 like artillery duel. The bigger gun will survive.