Quote:
Originally Posted by Imp
Reckless charging about will get you killed... Generaly it manages to set up some good little killing "nests" & the odd little surprise, top marks.
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You hit the nail on the head Imp. This was the whole reason for this thread. Bravo to Andy and Don for building a fantastic game that does a great job of driving the players up the wall and then bringing them back for more.
To sum up a few of the comments below, having a mobile reserve is key to both attacking and defending. When attacking the reserve can be used to exploit gaps or be applied to difficult defensive positions. In defence it should be used to provide reinforcement to buckling defenses or to deal with break throughs. In my current battle, I've set up (as an experiment) a reserve of an entire company of infantry, a platoon of tanks and a section of TDs. The Infantry are loaded in trucks (as HT are not available to me yet) and I'm am trying really, really hard not to move them until at least turn 10 to keep from jumping on a brush fire with a fire truck when the blaze is happening somewhere else.
Somethign else I'm trying in this battle is sending a AO with a scout team (the carrier section had three units and I didn't want to waste the ride.) I hope that I'm able to get them through (or at least up to) enemy lines and reak some havoc with the artillary.
I'll try to keep you updated on the success of these elements in the battle. My main goal in this battle is not to go losing everything to the 2nd line of defense.