If players could create this type of formation, tactics would be dramatically different. Effective flankingmaneuvers, thrusts ,etc. could be staged. You could afford to be aggressive because you could havesome on board reserve to accomplish the mission if you make a mistake or miscalculation. Now, if atactical mistake is made, you are essentially up a creek.My goal was not to compliant, but provide an easy reference source to truly challenge other players ingames. With unit formation charts, players can simulate an armored attack against an infantry unit andknow what possible units would be available. Again it changes tactics. If you know the enemy will nothave tanks, your selection of forces is going to be different. You might choose slow moving SP artilleryunits to “blast” at bunkers, etc. versus fast moving mobile tanks because you do not have to worry aboutan armored counter attack.Thus, challenges would be what type of engagement, the year and month, the nationalities, and the unittype (Armor division versus an infantry or Armored infantry). This will create “unbalances” in player formations strengths. Armored units will have force advantages over infantry. This is what real militarycommanders hoped to achieve when attacking.So how to make the game “fair”? Simple, negotiate point reallocations before the game; such as theinfantry division defender has a 25% point bonus or the armor attacker has 25% penalty. Again thesepoint reallocations change your tactics. It is not enough to capture two of the three objective areas, butas the armored commander you must assault all three to win.My goal is to provide the resources to create circumstances like these, allowing different tactical plays.Unit structures and organizations create limits for force selections. In turn these limits provide differentopportunities for tactics based on unit types. Indeed you’ll be faced with the same chooses actualcommanders had or the lack of chooses dependent on you perspective.
Furthermore, anyone using Spedit can now create additional units based on realistic structures. For example, I have integrated (with the editor) the 4
platoon of the standard German infantry company intothe other three platoons. This is realistic, the heavy weapons rarely operated alone, and it allows a largegroup (pool) of men to transport (carry) the heavy weapons. So their movement rates are notdramatically different than infantry (now they are so slow without motorized transport).
I have researched four force structures:1.German2.American3.British (still being cleaned up)4.Russian (still being cleaned up)
These documents are not commercial in nature and the information found in them is freely available in public libraries, etc.
I highly recommend reading the reference sources listed. Most of thestories and accounts are dramatic and compelling. Any copyright infringement is unintentional and thisdocuments distribution is free. My sole request is: if you create scenarios with these charts, I’d love toplay them.Please include this preface and the reference sources with any distribution.