Saturday, December 3, 2011

Multiple Unit Formations

Alright, this one is fairly similar to the last post, but this deals with multiple units, as opposed to single squads.  There are a few more choices here, as there is inherently more flexibility when working with multiple whole units moving as opposed to models within a squad.  Things to consider for this post: the lines here represent a 4" line between squads.  I understand this is not necessary, but I believe in this because it allows you to maintain good support/cover for all of your units.

I will start with foot movements, and we will cover the Platoon Wedge, Reverse Wedge, Diamond, and Rolling T formations.

Platoon Wedge:
Strengths:
This follows pretty much the same as the regular squad wedge.  The strength lies in that any unit can, within a turn or less, provide aid to another squad.  Most of the time if an enemy is withing range of 1 squad, all squads can fire, and it provides a strong base of fire.

Weaknesses:
The only real weakness I can think of is the initial assault.  If you assault first, you may only be able to assault with your front squad, and have to wait to assault with your other two squads.  I don't believe in assaulting with one unit unless you have no choice.  It can work sometimes, but I prefer to play the odds more in my favor.

Reverse Wedge:
Strengths:
The wedge, plus the fact that you maintain a stronger, 2 squad front for assault.

Weaknesses:
You put all your force in front.  Basically, you're leaving 2 squads in the open and one squad to support them.  this is fine, but should they both simultaneously need assistance, it can only be granted to one squad at a time.

Diamond:
As you can see, there are two ways to set this one up.  It all comes down to personal preference and how you want to move everything around.  for purposes of argument we shall call them the Deep Diamond and Shallow Diamond (left and right, respectively), because each offers slightly different benefits.
Strengths:
Again, pretty similar to the wedge.  There's another unit to add, which increases the support aspect.  The differences lie in your setup.  a Deep diamond will be able to maneuver better, and if the last unit is a jump squad or Crowd Control, it acts fine, allowing a nice, well-rounded base of fire.  If you have a unit with special, buffing abilities, use the shallow wedge, as it allows you to be within buff range of all squads.

Weaknesses:
Really no weakness per se.

Rolling T:
Strengths:
This formation maintains a strong front.  I suggest mainly using it with mechanized armies, as this one takes a bit of horizontal space, and it maximizes the use of said front.

Weaknesses:
Weak on the sides.  Also, the size makes it harder to maneuver.  I did not add putting all your troops in front on this one because you have enough guns firing forward to make up for it.

Alright, now that we have Troops formations out of the way, time to move on to Armored formations.  There are basically 2 formations for Armor.  The Wedge and the Echelon.  Before I go into detail on each of those, I will give 3 reasons why vehicle formations are a good idea.

1) It maximizes firepower in a desired direction. It really does, and try to prove me wrong.
2) When in vehicle squadrons, it allows you to be able to keep coherency better.
3) When your vehicles are NOT in squadrons, your vehicles will provide cover for each other, and it will give your opponent a harder time taking them out than a squadron.

Now for the actual formations.

Wedge:
Now, before I get into the Strengths and weaknesses, I wish to make a clarification.  The X's demonstrate the lines dividing individual armor facings.  The longer, green lines demonstrate the armor facings of the squadron.  You can ignore this for non-squadron formations.  I did this for the wedge as a visual demonstration of the rulebook, and did not continue it for the echelon because I was lazy and tired and didn't feel like it.  And still don't.

Strengths:
Same as before.  With armor, the collective profile needs to be added in, and this one offers a strong front/side armor profile

Weaknesses:
Same as before.  If your formation is not a squadron, shooting at one target can be impeded by one vehicle or another.

Echelon:
As for this one, there deserves to be some explanation.  First, as you can see, there are 2 formations, the Echelon Right and Echelon Left.  They are meant to skirt alongside the table edge, difficult terrain, and other units, and to this end they are supposed to move enemy units away from those obstacles as well as engage them normally.  They are also only meant to have a firing arc of only slightly more than 90 degrees.

Strengths:
This formation is mobile, fast, and can provide a lot of firepower.

Weaknesses:
It is extremely vulnerable from the back and side (the left side on the Echelon Right and right side on the Echelon Left). Also, the linear formation makes it weak to central or tail attacks.

Alright.  That about wraps it up.  I'll be honest, not my best work, but I've been burned out this week, and have had problems really explaining myself.  I will make sure to pay extra attention to you guys' comments.  Next week will be overview of the board and setting up your forces.

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