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Quebec 1759» Forums » Strategy

Subject: Reserves? rss

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Kevin McKay
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Isn't holding units in reserve just a poor decision?

I'm more likely to be routed and less likely to rout. Why would I miss a round of firing just to balance my flanks?

Has anyone else had success with proper reserve usage?
 
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Randy C
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Robert L Howard (Medal of Honor recipient)
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I agree that too many in reserve is a waste of firepower.

But since the dice are very fickle, you may get or suffer most of the hits in one spot. The reserve can either reinforce the success to route the enemy or reinforce the weak spot to delay your own route.

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Rod Bauer
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exorad wrote:
Isn't holding units in reserve just a poor decision?

I'm more likely to be routed and less likely to rout. Why would I miss a round of firing just to balance my flanks?

Has anyone else had success with proper reserve usage?

I only have the first edition game rules from the early 1970’s, so they may not be the same as the current edition. My comments are therefore based on those rules.

The defense can start unit(s) in the Reserve and wait to see how the attacker deploys and reveals the strengths of his forces. Then when the defender ascertains which attacking column may be the most problematic for him, he can move a unit out of reserve to enable it to immediately fire at that attacking column. There have also bee times that I have been able to save one of my columns from collapsing, because I could throw in some reserves to maintain it. But over-all I agree that it is very tempting to start everything on the firing line to get as many shots in as you can.
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Randy C
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Robert L Howard (Medal of Honor recipient)
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I only know the 1st edition too.
 
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Mike Brewer
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I thought reserves were there mostly to partially protect you in case you rout. But I guess you have to trade that protection off against the increased change of routing.

Mike
 
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Shayne Richards
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Depends if you want to be Rambo or Granny Lee I guess.
 
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Justin Case
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This is one of those cases in which a war game parallels war in real life. Knowing when to hold back reserves, and how much force to hold back, and then knowing when and where to commit the reserves, is a difficult decision for commanders in the field too!

There is always the possibility of holding no reserves back, and sometimes that is the best decision, yet one can easily read historical accounts of occasions on which the reserves carried the day by being thrown in as a stiff uppercut to the area of the battlefield where the fight was going well, or of times that the reserves saved the day by swiftly reinforcing an area where the fight was going badly.

Part of the problem that we face while making that decision in block wargames is that the proportions can be skewed -- we can't split a block and hold back half a block's worth of reserves, yet holding back a full block may be too much force in reserve and not enough immediately on the front.

Most of the time in the game, especially in smaller battles, I'm reluctant to hold back any reserves even though I know that it's a good idea, because it seems like too much force held back. Still, I like to at least bluff at holding something back, and if I do have reserves, I want to pick a place and get them into the fray as quickly as possible, usually the first opportunity to move them after seeing the force deployed against me.

 
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