Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

just wanted to add about strategy

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Steel Panthers World At War & Mega Campaigns >> just wanted to add about strategy Page: [1]
Login
Message << Older Topic   Newer Topic >>
just wanted to add about strategy - 9/23/2000 5:22:00 AM   
panzerfist

 

Posts: 60
Joined: 9/14/2000
From: fresno, ca
Status: offline
to continue the post i started a few days ago about the frustration i had with pillboxes and spotting (scenario #4) someone suggested that you should move one hex at a time if in the clear. im not sure how you can do this and still win. most scenarios i have seen have a game limit of 15 turns. so, be extra cautious wouldnt work. on the flipside - rushing in wont work either (for the obvious reasons). i think someone suggested recon as well. while i understand the value of recon, i also understand that when moving against an unseen enemy, you need to beware of his attacks. i lost 10 men in a turn fom that. i guess the real strategy is trying to find the happy medium when trying to advance on a position. i plan on playing this scenario again once i finish the maus that roared. thanks...

_____________________________

Post #: 1
- 9/23/2000 5:37:00 AM   
Paul Saunders

 

Posts: 21
Joined: 9/21/2000
From: Wales, UK
Status: offline
Smoke. Blind the pillboxes, get in close with your engineers and wipe 'em out! I usually assault from the side so the pillbox can't attack me, it takes longer but it's much safer. Yes recon is essential, but recon by death is sometimes necessary. Think of pawns in chess. "the happy medium"? I don't think there's any such thing, I think it varies from scenario to scenario. I often design short scenarios to force the player to take risks, but in doing so I make sure that the player can take casualties yet still win. OTOH a scenario could be designed where casualties are unacceptable, but you have plenty of time to scout and sneak around. One of the things I like best about this game is the variety in different scenarios, tactics that work well in some battles won't work in others, it's good to face a new challenge and have to figure out a different solution instead of just "going through the motions".

_____________________________


(in reply to panzerfist)
Post #: 2
- 9/23/2000 5:45:00 AM   
rexmonday

 

Posts: 119
Joined: 7/4/2000
Status: offline
moving a hex at a time in the clear - well, one way of kind of doing it is to use a bounding overwatch. Have one unit creeping forward, one hex at a time, and looking round (right clicking on hexes) while another one sits back ready to reply to any incoming fire. Then bring the watching unit up to level with the other and repeat. Move in small increments - the spotting algorithm works (I believe) on the basis of the speed that one would have to travel at to get to the desired location. Thus if you set a destination 20 hexes away, then the unit is going to spot as if it were travelling at 20 hexes a turn. If you move it incrementally, then it will initially spot better, but this will drop off as it moves on.

_____________________________


(in reply to panzerfist)
Post #: 3
- 9/23/2000 8:10:00 AM   
Charles22

 

Posts: 912
Joined: 5/17/2000
From: Dallas, Texas, USA
Status: offline
panzerfist: It must depend on what you're playing. As a campaigner (WWII or generated), I can tell you that I've never ran across a battle of "less" than 25 turns, generally it's between 30 and 40. Even in very short battles, you can still load a recon on a tank and plow forward to later drop it off. For example, when attacking, you could load the recon in deployment and assign the objective, both. If you feel that you can only go forward 10 hexes without great danger, then you can drop the recon there, thereby advancing the unit 10 hexes in one turn instead of slogginf along. Now, you have to experiment with such an idea, but there are battles where even recon will be spotted very quickly, perhaps as early as the first turn after having gone only one hex (though this is very rare). In such a situation (if you're playing as Ruskie against Gerry this might be quite common in '41), your dropping the unit off where it might not have been able to get otherwise, will then open up all kinds of units to the recon spotting. The danger lies in the recon possibly never getting to that hex because of op fire possibly hitting the tank (thus resulting in the recon jumping off too early), or in the recon getting thoroughly wiped out before it can be controlled by you and do any effective spotting. I've never had to be very speedy with my recon, so though my idea is a possibly solution to speedy games, I certainly haven't tested it. I would estimate that it would work to something of a satisfactory level about 50% of the time, but of course the odds would increase if you used perhaps other distractions to the enemy to pull this one stunt off. Also, if your recon goes through a clump of trees, hit the gas, and don't get stuck in the rut of moving one hex at a time to avoid being spotted. Just make sure that all the hexes you're going through are unlikely to be spotted by the enemy (no hot-rodding through the 'edge' hexes of woods). One last thing. Consider the commando/partisan. If you purchase two or three, one of them is liable to reach it's destination. Given this could be anywhere in the enemy's rear, it could serve as an excellent recon, which, if you never move it from where it springs up, could stay there unspotted. The commando does take quite a while to get there. I've only used them once to date (Gerry ones), and one reached it's area in 7 turns and the other two the 12th and 13th turns. Get that brain going, you'll think of something. Half the fun of the game is coming up with wild ideas to experiment with.

_____________________________


(in reply to panzerfist)
Post #: 4
- 9/23/2000 11:23:00 AM   
Grisha


Posts: 355
Joined: 5/11/2000
From: Seattle
Status: offline
panzerfist, Another thing to remember about one hex per turn movement: your troops can take cover much better. Troops that only move one hex per turn are much harder to hit than those that move faster. Like Charles22, the scenarios I have played are generally 30+ turns long.

_____________________________

Best regards,
Greg Guerrero

(in reply to panzerfist)
Post #: 5
- 9/23/2000 5:08:00 PM   
Arralen


Posts: 827
Joined: 5/21/2000
Status: offline
quote:

Originally posted by Grisha: Like Charles22, the scenarios I have played are generally 30+ turns long.
A lot of "early scenarios" -and I mean scenarios, not generated battles- where designed to with a length of about 15 turns - especially Wild Bill seems to like this .. argued with him about his some time ago (ok - a bit exaggerated, but I still feel that some of this scenarios are to much bases on time pressure than anything else ) Arralen

_____________________________

AMD FX-4300
Gigabyte 970A-DS3P
Kingston 24GB DDR3-1600 (PC3-12800)
Asus GTX 750 Ti OC 2GB GDDR5
Seagate Barracuda SATA III 1TB
Windows 8.1

(in reply to panzerfist)
Post #: 6
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> Steel Panthers World At War & Mega Campaigns >> just wanted to add about strategy Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.891