Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Combat Tips for Beginners

 
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] >> Kharkov: Disaster on the Donets >> The War Room >> Combat Tips for Beginners Page: [1]
Login
Message << Older Topic   Newer Topic >>
Combat Tips for Beginners - 4/11/2010 5:13:09 AM   
JD Walter


Posts: 235
Joined: 6/20/2003
From: Out of the Silent Planet
Status: offline
Since many people are re-discovering Kharkov with the release of the latest patch and the "Across the Dneper"expansion, I will try to summarize a couple of the more salient lessons that continued play of this game since its original release last year have taught me:

1. First and foremost: Unentrenched = Dead.

2. Non-open terrain is always beneficial. Whether for spotting, ops cost(s) to traverse, anti-shock value, etc. etc., you always want to be in non-open terrain. Of any type. Whatever's available. If you have the choice between ending your turn in an open hex, or a hex of anything else, take the latter.

3. On the attack: Air. Artillery. Engineers. Ground. In that order.

4. In any stack: One unit attacks. One unit entrenches.

5. On defense (if stacked), both units entrench. Next turn, unit A forms hedgehog; unit B moves adjacent and entrenches. Third turn, unit B hedgehogs; unit A moves on top. Hex by hex, you retire to your next line of defense. This forces your opponent to completely surround you if he wants to stop you - which, in turn, ties down 6 of his units, for 2 of yours.

If you cannot entrench in any adjacent hex, do not move. Stay entrenched where you are.

6. Against forts, artillery bombardment and/or engineers are preferred to airstrike and/or armour assault.

7. Against enemy armour (especially German), always stack with an anti-tank capable unit. The Russian 76.2mm ("crash-boom's") light artillery regiments are far better used for this purpose, than for bombardment or counter-battery fire.

Place your anti-tank assets in stacks that have the highest number of hexsides that they can be attacked from. Generally, 3+ exposed hexsides merits an anti-tank asset. But try to keep the number of exposed hexsides to a minimum.

8. Attack from opposite directions (opposing hexsides) whenever possible. Encircling units provides the maximum number of positive shifts.

< Message edited by Def Zep -- 4/11/2010 5:15:04 AM >
Post #: 1
RE: Combat Tips for Beginners - 4/11/2010 6:02:36 AM   
jeffreysutro@jeffreysutro.com

 

Posts: 137
Joined: 2/27/2004
Status: offline
Def Zep:

Thank you for those extermely helpful tips.


_____________________________

All My Best,

Jeff Sutro

(in reply to JD Walter)
Post #: 2
RE: Combat Tips for Beginners - 4/11/2010 3:06:22 PM   
LarryP


Posts: 3783
Joined: 5/15/2005
From: Carson City, NV
Status: offline
This is what makes Matrix forums so great. Thanks for this information, I printed it out for my Kharkov folder.

(in reply to JD Walter)
Post #: 3
RE: Combat Tips for Beginners - 4/13/2010 12:51:02 PM   
Henri

 

Posts: 146
Joined: 4/26/2002
Status: offline
Not to criticize, but how realistic are those tactics compared to the real thing? After all, the designers went to great lengths to make the game "more realistic".

(just wondering - I am no realistic fanatic)

Henri

(in reply to LarryP)
Post #: 4
RE: Combat Tips for Beginners - 4/13/2010 9:23:54 PM   
emcgman


Posts: 185
Joined: 6/7/2007
Status: offline
Question on the attack #3.

Are you saying that the listed attacking units should attack in a consecutive order in the same turn; ie once you hit with air and artillery you should then make a separate, dedicated attack with engineer units and then another dedicated attack with ground, on the same hex?

Thanks.

Your tips are greatly appreciated.

(in reply to Henri)
Post #: 5
RE: Combat Tips for Beginners - 4/13/2010 9:36:09 PM   
JSS

 

Posts: 781
Joined: 10/15/2003
Status: offline

quote:

ORIGINAL: emcgman

Question on the attack #3.

Are you saying that the listed attacking units should attack in a consecutive order in the same turn; ie once you hit with air and artillery you should then make a separate, dedicated attack with engineer units and then another dedicated attack with ground, on the same hex?

Thanks.

Your tips are greatly appreciated.


In attacking a very specific hex, the list is a good one (not applicable to all hexes, but the thought process is spot on!).

Key point is that once close combat attack occurs, you can no longer attack that hex with air or artillery.

Also, engineer units only make a difference (in terms of CRT shift effect) against strong points. This is not to say engineer only, but to include against strongpoints (a must!!!).

(in reply to emcgman)
Post #: 6
RE: Combat Tips for Beginners - 4/14/2010 4:00:35 AM   
papajack

 

Posts: 80
Joined: 2/11/2010
Status: offline
Start with Arty Strike ( If possible use Heavy arty as it require only 1 dice roll regardless whether the unit is entrench or not )

Successful Arty strike will add +1 to DR (Defense Retreat)for future attack in the same turn

Why DR important ? Cause all retreat unit lose entrenchment

Send in the ground assault and force the enemy retreat

Then send the armor and kill them all with Direct Fire

Only unit that is not entrench can be kill by Direct Fire

Hi Hi , this is just a beginner tip from a newbie player

< Message edited by papajack -- 4/14/2010 4:09:29 AM >

(in reply to JSS)
Post #: 7
RE: Combat Tips for Beginners - 4/14/2010 7:01:17 AM   
emcgman


Posts: 185
Joined: 6/7/2007
Status: offline
Papajack, thanks for the extra tips, these are excellent, thank you!

(in reply to papajack)
Post #: 8
RE: Combat Tips for Beginners - 4/15/2010 3:36:17 PM   
JD Walter


Posts: 235
Joined: 6/20/2003
From: Out of the Silent Planet
Status: offline
quote:

Question on the attack #3.

Are you saying that the listed attacking units should attack in a consecutive order in the same turn; ie once you hit with air and artillery you should then make a separate, dedicated attack with engineer units and then another dedicated attack with ground, on the same hex?

Thanks.

Your tips are greatly appreciated.


More a "thought-process" than anything else: a general rule one can use to approach asaulting a hex, or setting up a defense.

quote:

Not to criticize, but how realistic are those tactics compared to the real thing? After all, the designers went to great lengths to make the game "more realistic".

(just wondering - I am no realistic fanatic)

Henri


Not at all, Henri. It's a good question.

I really can't say. In any approximation of warfare like a game, a certain amount of abstraction is present. The above tips are garnered from 10+ games of Kharkov I've played face-to-face with my ASL friends. They are a good start towards learning the new system, and becoming proficient enough to be competitive should one wish to move beyond the AI & try either this or AtD against another person.

(in reply to emcgman)
Post #: 9
RE: Combat Tips for Beginners - 10/6/2010 1:55:12 PM   
LarryP


Posts: 3783
Joined: 5/15/2005
From: Carson City, NV
Status: offline
Another spambot maggot.
Post #: 10
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> Kharkov: Disaster on the Donets >> The War Room >> Combat Tips for Beginners 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

1.268