razenWing, on 28 January 2018 - 05:13 PM, said:
I have no doubt in the final push (so in my scenario, the final phase of your attack), you can throw your assaults in as spearheads. But in the entirety of a military campaign, I like to think that you only commit your assaults until the end game.
I hate to say that there is no correlation between the infantry/tank analogy, but a few key differences:
1: infantries don't move faster than tanks, but light mechs are 3-4 times the speed of assaults
2: wouldn't the equivalent be light tanks vs MBT? in which case, the Germans used light assault force to clear the path before committing the panzers and other heavy MBTs. (though that's not a fair parallel either, cause there's no clear equivalent of tech back then to tech now)
I like to think a more direct equivalent is naval warfare. You skirmish with your destroyers, subs, and cruisers before committing your battleships.
Yeah, I was kind've stretching a bit to find a real life analogy that fits, and noted that I might be trying to stretch the analogy too far. There are key differences as you noted. Naval warfare might be more apt. Indeed in Naval warfare there was a really good reason to build big. Ships can actually be incredibly tough... and larger ships have more of a "buffer" against damage. Although that was heavily reliant on good damage control... which the USN had a significant advantage over the Japanese Navy in WW2. Some of the errors of Japanese DAMCON are rather tragically hilarious, while on the flip side USN crews were surprised at the amount of punishment their ships could take and keep going.
So, in that same sense, instead of committing multiple small mechs into a battle, only to lose 30% of them, it can make sense to (after scouting/skirmishing/feinting with smaller mechs) commit the big mechs into battle.... and have each of them lose significant amounts of armor, but not actually lose many of them. Then those damaged Assaults can be pulled back to repair (in the same way that naval vessels can pull back to port and repair). Meanwhile, the breach they create should be followed through on by smaller faster mechs, seeking deeper penetrations into the enemy's depth, along the same lines as what the Russians did in WW2. That helps keep the enemy off balance and disrupts their ability to re-establish their lines.
Then you have your technicians work round the clock to get those Assaults repaired and ready again to launch another offensive, or smash an enemy's counter-attack. Rinse and repeat until you win the war.
Edited by YueFei, 28 January 2018 - 11:59 PM.