SgtBalicki wrote:
Do you think that broken units are more capable than they should be?...
Yet, they retain their zoc and if scouts continue to act as screens with that enhanced 10cm zoc. They are able to fight in an engagement at full effect, at least for the actual combat part. Their fall back move can be used to actually move towards enemy units and into blocking positions as long as it is outside the 15cm death zone.
As E&C pointed out, a broken unit is not non-functional. A non-functional unit is a kill. A broken unit is just temporarily disorganized. It intentionally retains a lot of its abilities, especially those which are passive threats to the enemy.
Quote:
Lsrwolf and I have taken to calling it the "Advance Towards the Enemy" move. Granted, our willingness to do so is a factor of our large games where there are plenty of units so sacrificing broken ones as a temporary blocking force is not all the difficult a choice.
You are correct. The size of the battlefield you are using reduces the risk of charging forward. Blocking a move also becomes more important, as it is much better at keeping an enemy formation out of effective play. The large number of activations means losing a few makes a lot less proportional change in the overall activation count ratio.
So... reduced risk, increased benefit if it goes right and decreased benefit if it goes wrong.