I've played a few of the HiD (digital) scenarios. I've noticed so far that in the scenarios I've played victory for either side hinges either on being able to move fast to secure a specific area under significant time constraints, or hindering the the opposing side from doing the same. In both cases the attacker is really very hard pressed to even get their squads to the victory locations moving at full speed without stopping to fire, and the defender seems to be able to quite easily prevent that simply by spreading their squads out and engaging the attacker is melees. It doesn't even matter if they are successful in the melee, as just the existence of the melee counter is enough to slow the attacker down enough to thwart their ability to reach the victory location.
Scenarios that require a lot of movement make sense in a module that centers around The Battle of France (1940), but what tactics can the attacker deploy to counter the defenders 'slow them down using melee' tactic? The play balance seems to suffer greatly when melee is over utilized just to thwart enemy movement.
Scenarios that require a lot of movement make sense in a module that centers around The Battle of France (1940), but what tactics can the attacker deploy to counter the defenders 'slow them down using melee' tactic? The play balance seems to suffer greatly when melee is over utilized just to thwart enemy movement.