bigtroutz -> Re: Wow....wussies.... (5/28/2002 2:24:05 AM)
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[QUOTE]Originally posted by Orzel Bialy [B]have any of us ever been called a wussy on the forum before? :mad: And then to be topped off with "doods"? What the hell is a dood anyway?:D Granted I am not a jungle fighter by nature...I love my armor too much. But perhaps one of the gang can try "bigs" theory out? I just test-played Warriors "Blood for Breakfast" scenario...and that "run at them" approach would end up as one thing...a total disaster. Maybe it's preference...but I'll stick with the scouts and recon units...an elephant plodding through the jungle is easier to find than a lurking tiger. ;) [/B][/QUOTE] hehe, well, OKAY, i drew a rise....my point was that you can move right up next to a unit supressed by mulitple arty hits with your tanks/apv/infantry without getting assaulted. then you have a good chance of eliminating the unit in its entirety with only 3 units of fire and some movement points (alt - O) [for noobs: run up ON TOP of an enemy inf unit with a shift-click, then over-run with a ALT-O but DONT do this unless the unit is retreating or 'better'] .... This is much better than multiple turns of attack / retreat / attack etc Move your Tank/AFV units in lines with at most 2 hexes between, and you will 'bump' every enemy unit. its very rare for a scenario to give you as much arty as i generally buy, so i dont generally use this technique with them unless the scenario is generous. there is a significant difference between "run at them" and barrage the heck outta them, then "run at them", that truly being a total disaster for the 1st and a speedy denoument for the 2nd. To give this tactic the equipment it needs, mount a significant portion of your infantry (i prefer engineers with flamethrowers) on halftracks/AFV (especially those w/ 2-3 MGs), buy 6-12 light tanks with 2 man scouts/bazookas/snipers/ANZ flamethrower commandos on them, 4 or more M15 AA with a bazooka on each (for tanks/caves/etc), and buy as much arty rounds/unit as you can afford. Then barrage an area to your thrusts front, and move in to finish the dazed units off. I typically buy only 2 companies of inf (one = engineers), 1/3 of my core points and 95% of support points go into arty, the remainder into light tanks/flame tanks, apv, scouts, etc. My MINIMUM arty for this tactic is (6) 60mm, (6) 81mm mortars, 4-6+ 105 - 155+ mm arty or rockets. Move your armor with scouts/snipers 1st, then your AFVs. when rockets become available, this is a real killer tactic, since 6-10 rockets units will allow you to employ it to the ENTIRE army front and move 6 or more hexes per turn. After 2-3 turns of this, the enemy AI will try to bombard your Army Hdqtrs and rockets, but it will rarely result in much damage. If you have US Marine truck rockets, however, you can move em. US Rockets will generate a tight ~6x6 blast pattern when used from <20-30 hexes but spread out considerably from larger distances. Almost every unit within the pattern will be 'retreating' or totally incapacitated, an easy over-run target. Admittedly, this will spoil SP-WAWs pretty terrain, resulting in a moonscape(hehe), but its kinda cool to sweep thru the enemy with hardly a casualty. PS: a dood is an IRC term of endearment
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