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Subject: Hasty defense versus unassigned rss

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Martí Cabré

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Learning the game, I can't see what's the advantage of implementing a hasty defense versus having an unassigned group.

The HD allows SFA, but for many covering groups overwatch fire will be enough. Being unassigned the troops can freely move around and fight, by the rules. Maybe the only nuance is the limit of three turns in close combat, but that can also be a minor nuance id you plan to retreat anyway.

Anyway, what's the big advantage of implementing a HD?
 
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Ethan McKinney
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Well, only wanting to hang on for three turns certainly changes the question. However:

1. You risk being unable to withdraw to your Rally Point.

2. You can't use reserves.

3. You can't use alternate positions.

4. You can't use a zone defense with phase lines, which allow you to conduct a fighting withdrawal without regard to the position of enemy units.

5. You suffer a +2 to your Morale. This is bad.

6. You can only get the Crossfire modifier when firing SFAs. That modifier is big enough to turn an attack by a pair of MGs into a real threat. It's terrifying if you Suppress a unit in the open with OW. You may be able to destroy it, inflicting a Battalion Morale point. In my experience, even a few points of Battalion Morale will render a unit ineffective.

7. See the last sentence of 17.4c, in conjunction 6.4c.
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Martí Cabré

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I see. Some of these points appear in rules version 4.0 and I was using 3.1.

Do you recommend playing this title with version 4.0? Or any other older TCS title using 4.0?
 
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Lee Forester
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I heartily recommend 4.0 for all TCS games. 3.1 works fine, but 4.0 is smoother and all around better IMHO
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Martí Cabré

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Ok, I will read 4.0.

Which are the games that have been released with 4.0? I guess that GD'42...
 
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Ethan McKinney
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Yes, it was new with GD '42.
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Martí Cabré

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elbmc1969 wrote:
Yes, it was new with GD '42.


Ok, thanks.
 
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