In the campaign that Bill and I have started, I've used the 1st deployment with max pursuit battalions and arty HQ's. However, Bill's VC have the annoying habit of alerting away from my brigade arty. I'm considering trying out the 2nd deployment option where the arty is integral to the battalions, but pursuit is reduced. At least then my arty might have some fun. Has anyone else experimented with this deployment?
I have not yet tried the second deployment.
It is worth a try though.
Not much you can do if your opponent has the annoying habit of rolling 6s on the alert… When Mark's VC do that I call them "ridge runners" because they always seem to be running out of mountain peaks at the time…
You could also try using one infantry in-hex, and four other ZOC maneuver elements non-adjacent (there is a square pattern for these other four units, each with one intervening hex between these four units and the target hex, that basically guarantees one of them will be next to the VC when they alert… This means the operation WILL continue, and then you can bring in your brigade HQ as an offensive reserve and guarantee you get to use its firepower in the second round.
The five unit placement is always the same pattern, and it assures that they VC will always be in someones ZOC, even after it alerts two-three hexes away from the target hex.
In other words, if you put one unit in the target hex, put the other four in hexes NOT adjacent to the target hex, creating a concentric "net" of ZOC a couple of hexes out. There is no where the little bugger VC can get away.
I do this from time to time.
Or perhaps you can try one-unit-only [in the target hex] operations (a bit dangerous now and then, of course) multiple
times until you catch the VC on a lower alert roll.
He cannot roll 6s for alert roll on every operation, can he