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Post by 2ndbat2 on Oct 11, 2021 22:27:54 GMT -5
Since most of our events hold tactical (battle phases) where regens are used I always advocated that since defense typically enjoys a 3 to one advantage if both forces are otherwise even you can equalize the disparity of forces by giving the attacking force a 3 to 1 advantage in regens and support whats required for a fair fight. On paper that make sense but in practice it deminishes due to the fact that the factor of mass is lost. Typically also the distance for regens for the offense is often greater. Interestingly in almost every case even without mass the greater number of regens always seems to dominate. I think its because the regened comes back with knowledge about the defense and their vulnerabilities. The defense really has to relocate regularly during the battle if they are going to win.
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Post by 2ndbat2 on Oct 12, 2021 21:11:08 GMT -5
If defensive fortifications are used like bunkers and simulated barbed wire the required advantage needs to 5 to 1. Incidently we just use hemp twine as a means to safely slow people down and that seems to work well. There is some theatrical barbed wire but I have not employed it as yet. Another rule we have used for attacking forces against prepared positions that works well if attacker get two steps after hit and any subsequent attacker who gets closer to the fortifucation beyond their downed team mate in essence regens them. It creates a wave effect that especially at night is quite impressive.
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