It works across minor, but not major rivers. Note that a unit can no longer move after this action (no rotation possible). Only infantry units with an active artillery step can carry out this action, and the unit must start its turn adjacent to the city. "Set piece attack": This is a special HQ action.If you have two active engineer steps, it's even better as you will reduce the fortifications by 2 levels! Even if you should suffer a casualty yourself, that's a small price for "activating" your artillery in the oncoming turns. It will reduce the enemy's fortifications by 1 level. Standard attack: If your unit has at least one active engineer step and your attack will at least suppress/KIA one enemy step, then you might opt for a standard attack."Suppressive fire" (25% chance to destroy a level of entrenchment) is not a good way to attack cities, as it has such a high chance to turn the city into ruins. If you let the enemy keep his fortifications, you will miss out on your most important offensive weapon which is the artillery shift (typically +3 can be maxed out for +5 though!). If the enemy defending the city is entrenched or fortified, you first need to destroy his fortifications. Step 1: Reduce the enemy's fortifications = activate your artillery! But remember you might suffer a few casualties and replacing them will cost the unit 20XP (or 5XP with an active elite reinforcement card) per step. Don't underestimate the shift for experience difference. Obviously, the higher the unit's XP level, the better. But if you use all 3 slots for arty/engineers be warned: Don't let your unit be caught in an open hex by tanks! If you have a choice, I'd prefer 2 engineer steps over 2 arty steps. A second engineer special step is particularly usefull if the enemy has two levels of entrenchment ("fortified"). A second artillery special step will give you more punch, but a higher risk to turn the city into ruins. In both cases, additional specialist steps provide you with extra benefits. It's also benefitial if the unit has 2 engineers + 1 artillery, or 2 artillery + 1 engineer. If the defender is entrenched/fortified no artillery shifts apply for the attackerįor these reasons, the typical standard attack tactics don't work against targets in cities.įirst, I think it's important to point out that your ideal unit to attack into a city is a strong infantry unit with engineer and artillery support.Air/Bomb strikes are less effective against targets in cities (-1 shift -2 if target is fortified/entrenched) and have 6% chance to turn the city into ruins.A ruined city is extremely hard to take (see below). "Suppressive fire" is less effective against targets in cities (only 40% chance per roll to cause a supression default = 50%) and - most importantly - has a very high chance to turn the city into ruins (10% for each artillery shift -> artillery shift 3 -> 30% chance!).Attacking a city with a tank unit is futile (no armor shift applies if you attack into a city the defender gets 2 defensive shifts in his favour if you attack him with tanks).In case of an attack, the defender in a city gets 1 defensive shift in his favour.Why is it hard to attack cities in the first place? So I thought we could discuss ways how to do it! If you have any further tips, feel free to post them here! :) It seems as if many players experience difficulties when they need to attack cities.
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