That's a lot of SS coming after them...
I don't think I'd be prone to break down units, either. I'd much rather have them whole and at full strength, but that'll be something I should consider when I get my copy to the table.
Who doesn't want strong defensive units - trouble is you've got a fair amount to do. For example, the 82nd has got a considerable number of bridges to run for on the first turn to try and get that first turn bonus. You're almost forced to breakdown units to create ZOC Bonds which are impenetrable.
I just know - looking at the map just now - I've got gaps where I shouldn't have and it's because I didn't break down units.
Look at the 101st area between Veghel and Son...the units at Veghel are out of supply because they can't trace a route to their supply depot (which is depleted now anyway) or all the way back to the 30 Corps entry area. I can't help but think if I'd split a unit or two, I could've prevented that road being closed and therefore keep them in supply.
Anyway - it's a bloody cracking game. Lots of little things to think about.
There's a couple of things I've not got - even after reading and re-reading
I have read and re-read and I just don't get it.
The other thing - which I get but have to keep looking up because it's pretty complex - is combat modifiers. Doubling here, halving there, halving some because they're not the same unit, not doubling because it's a vehicle...there's alot to take in. A single combat (depending on the number of units, type of units and mix of forces) can take me some time to work out.
But....................having said all that, it's superb.