Tomanbeg
Posts: 4385
Joined: 7/14/2000 From: Memphis, Tn, CSA Status: offline
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Good Ideas on Assulting prepared positions. A) Pick your spot. Probing for a weakness is ok when you are advancing against a delay, but when assaulting a defend, you need to assume there are no weaknesses and that you will have to make a hole. So plan for that from the start. B) Make your hole. You will need to clear a lane at least wide enough to advance an Infantry platoon abreast. Pick a spot that is as sheltered as possible. By sheltered I mean out of LOS from the rest of the Board. It also has to be in reach of the v-hexes you plan on taking. So you will need to count backwards from you target to make sure you can reach it. Don't count on moving faster then 1/2 your movement allowance per turn. This will build slack into your time table. You will need it. C)Plan ahead. Most defensive belta are rarely more then 300 to 400 meters deep. (6 to 8 hexes). Set a pre-positioned arty request(dime) on the Enemies start line where you will make your break in. Now set the next one 5 hexes deeper into the defense. This will allow you to get .1 arty fire at the point of attack( or you can set your per game baombardment for the first dime and save a request. Set you other dimes on the flanks so you can get .1 smoke fires. Off Board arty lands in a W on it's side pattern, unless you have been turning tubes on and off. Use this . Put your infantry(engineers I hope), next to the break in point and have them follow your barrage thru the defensive belt. When they close up to the barrage, moving 1 hex per turn of course, shift the barrage to the next dime. use your flanking dimes to keep a column of smoke on each side of your hole. D) your shermans should stay 2 hexes behind your infantry. Close enough to put mg fire on defenders when they shoot at your Infantry. Since that is inside a 4 hex range, and the enemy should not be shooting until they are a hex in front of your infantry, so right behind or a hex behind should work, If you can't spot the shooter, use area fire. Your recon should be 4 to 6 hexes behind the Shermans. They will just die in the front line, and you will need them once you break thru. As infantry units get shot up and retreat, replace them. If you can avoid it don't move them back up to the front. Put in another unit and let the rallied unit go into reserve. If you hit a real tough spot, it is normally better to button up the platoon where it is and move a new platoon thrugh them to continue the attack. E)Exploit. Once your infantry is gong forward w/o restsiance from the are directly to their front move your armor through them and start suppressing the guys shooting at you from a distance. This is when you want to send your recon out. When planning figure on 3-4 turns per defended hex with riflemen and 2 turns with Engineers. Don't forget that with Engineers you can hold a minefield open and pass tanks thru without actually clearing it. You will want to clear it, but don't let it slow down your armor. And don't be afraid of short rounds. Good Luck and Good Hunting. T.
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"The 15th May, 1948, arrived ... On that day the mufti of Jerusalem appealed to the Arabs of Palestine to leave the country, because the Arab armies were about to enter and fight in their stead." – The Cairo daily Akhbar el Yom, Oct. 12, 1963. [IMG]http
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