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All Forums >> [Current Games From Matrix.] >> [World War II] >> Steel Panthers World At War & Mega Campaigns >> Page: [1]
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- 10/10/2003 8:44:31 AM   
Jeff Norton


Posts: 2054
Joined: 8/8/2000
From: MD, USA (You're not cleared for specifics...)
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Second to what WB has said. I can add: 1. Use the terrain. Move with the ground, use its benifits, and learn what effects (good/bad) it grants. When there is none to mask you, make your own (ie smoke). 2. Time is your ally. Use it wisely, but not foolishly. Its good to end the game, but doing it in 14 turns only gets men killed, vehicles wrecked, and costs plenty of rebuild points. 3. Make a plan, stick with it, and wait for contact. Then, the plan is garbage. Its time-tested Mil reality... 4. Know how your weapons operate. No use to shooting the Sherman's 75 out to 20+ hexes. But, a Panther's 75 is good out to there. Side shots are better for killing than head-on shots. Manover on tough targets and get tailpipe shots. You'll loose tanks, but war is heck... 5. Use some of your units as an 'overwatch' to your moving ones. They can pop-off shots as cover if you get into a hairy spot. Then, those that moved set up as overwatch for the others to move forward. This leapfrog action is what you hope to acheive. 6. Play and play and play..... its the only way to get to be a better player. Learn from mistakes, sharpen your skills. I don't like C&C either. Platoons are better because they can act independantly from the A1 unit. But, infantry in companies are my fav. (there is protection in #'s for grunts...)

_____________________________

-Jeff
Veritas Vos Liberabit
"Hate America - love their movies" -Foos Babaganoosh - Anchor - Jihad Tonite

(in reply to Wild Bill)
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