Capt. Pixel -> Re: Re: Artillary the key to combined arms (7/4/2003 6:19:11 AM)
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[QUOTE]Originally posted by K62 [B]Sorry for digging up an old post, but it made me curious :) And this is a Sticky anyway, isn't it? ;) Gary, do you mean you usually don't buy ammo depots and ammo trucks? :eek: Or, if you do, how do you use them with such spaced out artillery :confused: [/B][/QUOTE] I've found that spacing out your artillery is almost as effective as letting the enemy counter-battery. If you're not careful about command control (this is not C&C I'm talking about), you can lose contact with various elements of your artillery corp just because they're too far away from each other. The end result is that you lose the ability to fire your artillery anyway. Just as if you'd been bombarded. The only difference is that they [I]might[/I] come back later. But - if you space your artillery such that each platoon element is within 3 hexes of the artillery platoon leader, and that leader is within 3 hexes of your leader (A0), you can maintain nearly 100% contact every turn. The real trick is to move this formation often enough to make it pointless for the enemy to try counter-battery while still maintaining your own command cohesiveness. One trick is to fire the artillery that [I]is[/I] in contact and move the artillery where contact has been lost. You might as well, they're not doing anything else for you. Clustering your artillery around an ammo dump is suicidal against human players. They won't be able to resist the temptation to pound you senseless. If you feel you have no other alternative, then place your artillery/ammo units along the map edge. At least some of his counter barrage will fall off the map ineffectively. (kind of a cheap trick - but it's available to both players, so... :rolleyes: ) If you're using ammo dumps, place them nearby. Fire your arty, then scoot to the dump, reload and scoot away to a new firing location. But this takes time and uses up turns where you might have been able to fire the battery, so I'd only do this in the longer battles (25+ turns) where ammo supply is a must. This 'fire - scoot - load - scoot - fire' method is pretty good if you're using rockets. The enemy can't tell if you're reloading from one ammo dump or six ammo dumps, and you can fire a full loadout of rockets every 3-4 turns. (With 6, you get eggrolls) If you've got enough units, you can rotate through several platoons this way and provide a full volley of nebelwerfers every turn. This is kind of expensive, point-wise, though. My preference is to use ammo trucks (and/or ammo boxes in H2H, depending on the transporter costs) and move them as a unit with the artillery. Fire once or twice, load up, and move out to a new location. If you've got two arty parks like this, one can be firing while the other is repositioning to it's new location. As mentioned earlier in this thread, smoke dropping units and smoke fired by vehicles or artillery can be fired behind your lines and further obscure and confuse the enemy as to where the artillery park really is. If you do this enough, your backfield can become such a mess, that he probably won't even bother to target the artillery anymore. :cool:
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