Tactical Hints
Not sure where to post this but played a nice Swede a while back & he asked me how I did certain things so wrote & sent him saving in case anybody else asked. Sent him off to play some other people & he has come back & is much improved & said it helped.
So here it is, its not a definitive guide but they do work & I hope some players may find the odd tip useful.
Included as a download.
By no means is this a definitive list of tactics but they are proven
Using Attack Helos
Like any unit accuracy is affected by speed.
Always move 1 hex if any type of missile is round otherwise move the bare minimum, consider going up & down.
Depending on its FC quality if moves more than 6 hexes or so I will often not fire ATGM & waste it, move him to a position where you can use effectively.
So just behind hills is a good place for or start of game move once to take up position & let him come to you.
If there is no cover & he has any hills on his side do not buy if Radar FC is available they will die.
Don't be silly but if buy a pair get a scout helo for them. He can draw fire for them & check a hex for LOS before moving & finding its no good.
Helos can be very handy in dense terrain like jungle urban as can see stuff in advance & fire at. Need care as will stumble in to troops did not see so keep high while moving if can. Remember a helo moving at 100mph is not going to see a lot first 1/4 or so of move hes a good scout.
Tactics vs attack helos
Try & make them move several hexes to take shot as accuracy goes down a lot, so consider temporary retreat it may also bring him more in range for your AAA
If your APCs have AAA get them ahead of your tanks. Late date stuff with autocannons are pretty accurate against others can still upset.
If within move range of APCs run right up next to him & you will get an accurate shot.
Need several APCs first couple will probably die or be unable to fire but start chasing him. Even if do not kill will make him run so wont get a good shot on tanks. Also he is using his ammo on APCs not tanks.
If does not have TI can run APCs up & use dischargers if have to screen.
If they are silly enough not to move ATGMs & modern tank guns can shoot at.
Very late era stuff actually has a decent damage protection sort of like light armour so AAMGs may not hurt even if hit
Spotting units
The faster you move the less chance you have of spotting & foot units see a lot better than vehicles.
Tanks find it hard to spot vehicles moving 1 hex in cover like woods at range say 20 hexes. This means you can move 1 hex in woods & often get a couple of shots off before they spot you. So you should do the following
Supporting Tanks
Tanks should be escorted by Mech infantry at least one platoon of infantry for a company of tanks.
Use as follows remembering they see better & are harder to spot.
Moving to contact if have 1 platoon escorting (4 squads)
Each turn 2 move & get out of vehicles while other 2 are picked up & catch up, this gives you eyes on the ground.
Once contact likely get them all on the ground. You can now use infantry to look, send them into hex first to check LOS & see whose there. Now tank can move there.
If do this moving tanks safer & if a target in range of RPGs can fire at possibly to kill but general thing is to suppress & if spots you draw fire before tank comes in for the kill.
In the right terrain where you can pop up with infantry near tanks you can kill suppress or drain fire for the loss of a few men. Then send tanks to finish the job.
You can also load your infantry instead of tanks & run them right up to. Fire RPGs at using the W button.
If think still not badly suppressed assault with last shot but if fails your infantry will be suppressed.
Tanks are a lot easier for infantry to kill if suppressed or damaged
With practice you will soon be killing tanks with infantry.
If you have infantry supporting your tanks stops this to a large extent as they are firing to.
One thing to remember that can upset plans is tanks might start popping smoke.
Combined Arms
Simple rule infantry are cheap & relatively hard to kill so use them to explore backed up by the tanks.
Tanks fire first if not under threat to allow infantry to move fire after you have suppressed the enemy.
If tank in range of RPGs infantry might need to fire a couple of shots first.
MGs
Always fire early in turn as can be further back & cause area suppression. If several vehicles are in same or adj hexes they can be very effective at suppressing several of them, even tanks. Can hit 3 or 4 with 1 shot sometimes.
If you are going to Z fire these are your guys but try to do most with artillery. If its Z firing its not attacking
Scouts
Don't use your scouts to draw fire he cant see if he is suppressed, move some other units first then move him up. If you are assaulting (dug in units)having a sniper follow slightly back is a good idea. I think these & MMGs are more effective vs dug in units. Don't be silly with a max of 1 per company is a good rule.
For other types of engagement don’t buy can have a couple of cheapos to watch flanks if spare points.
Long range fire is better spent on more flexible lethal MMGs the snipers only benefit is hes a hard guy to kill so slows game slightly. No matter what his cost he will very rarely cause damage equal to it before he dies unless used as should at range then he might.
Artillery
Generally the smaller the gun the faster it fires so it has more chance of suppressing but less of killing. Small guns are therefore best to use near your troops as wont kill if hit. A lot of people ignore that they are good vs armour even if no chance of killing as if you now attack their chance of a hit is less as suppressed.
Speed
Try to get an idea for the pace of a game a slow cautious start that forces a rushed battle for objectives is no good. It will come but a common mistake is trying to rush to fast. Once engaged don’t rush everyone around, remember moving effects accuracy & makes infantry more vulnerable to incoming fire.
You will get the pace of the battle wrong it happens.
Units
Biggest is best is not always the case infantry are your most flexible units & most squads have the gear to fill any role at a pinch.
With armour Penetration Protection & its to hit chances are probably the main criteria. Good stuff is nice but you do not always need it try mixing other stuff.
Remember if his cost half of yours could have twice as many.
Try using things like Armoured Cars Light tanks, if fast you can move to ambush positions hes not expecting. Be aware of there capabilities they cant trade shots but can cause nasty surprises & upset him, shoot & scoot.
Initiative
This is the big one, if you can keep him reacting to you that is the battle half won try not to lose it. If your attack stalls you have to find a way to restart it even falling back to reorganise. Never just sit there you are giving him a chance to gain it do something. You do not have to attack on the whole front at once & indeed probably have not got enough arty to do so but you want to try & control it.
Sitting in one place to long means arty & possibly relief forces coming if you can position for a destructive blow you can hit & be gone moving to next location.
Don't do the obvious running down that road at the start may not be a good idea. Falling back to regroup after a causing destructive blow instead of pushing forward sometimes. Now if hes not sure what you are up to you could do the obvious & get away with it. Keep him guessing if you do it right he will spend his turn reacting to your attack rather than mounting one himself, job done.
Look at your force & the terrain & use tactics accordingly.
If like our first game where my armour was totally outclassed keep it safe use your infantry to see where he is & kill his armour.
Your tanks are now supporting your troops with flank shots & acting as snipers picking off APCs & troops.
Know your & his capabilities & adapt.
On adapting have a plan but they often don't last long past first contact, so change it.
Try different things to see if they work
Have fun
Last edited by Imp; January 13th, 2009 at 07:06 PM..
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