Tips on Defense? (Full Version)

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Rymbeld -> Tips on Defense? (9/6/2011 8:53:43 PM)

Hi,
I just got this game yesterday and it really is very cool. However, I could use some advice or tips. I'm trying my hand at the grand campaign, as the Russians, and in these early battles I'm getting wiped out.

One of the problems is that I simply don't have enough points to purchase enough units to even cover the front. What I find myself wanting to do is to stand my ground for about ten minutes, then flee the battle. Is this viable, early on?

For instance, in the very first battle, I'm supposed to defend a ford and a bridge. One strategy that seemed viable was to purchase a 50mm mortar and a rifle squad. I was able to keep the Germans at bay with that, at the ford, but then the crossed the bridge in force and I was flanked. And if the Germans bring an AFV, then I'm screwed. I can really only afford an ATR, but they don't seem all that effective...hard to pull off a kill with those (but they work great vs. infantry in buildings!).

Anyway, it's hard to have a mobile defense with only one squad on the board. Conscripts are cheap, but hardly worth it, since they start panicking almost immediately. But hey, if I just fight for ten minutes and flee, will they get some experience and improve?




Rymbeld -> RE: Tips on Defense? (9/6/2011 11:52:26 PM)

Well, I tried the first scenario again with a 50mm Mortar, an HMG and a conscript half-squad. Held the Germans off for two days!




Southernland -> RE: Tips on Defense? (9/7/2011 6:38:31 AM)

Elastic defence. Hurt the attackers, then withdraw, As long as you don't suffer losses your fresh points at the start of each turn can be used for buying new units or upgrading current ones rather than repairing damaged units.

as a side note those little 50mm Soviet morters rock




Rymbeld -> RE: Tips on Defense? (9/7/2011 5:54:30 PM)

Yeah, I've learned to hit the attackers with suppression fire, and when they go to ground, hit them with mortars. It's pretty devastating!




Rymbeld -> RE: Tips on Defense? (9/7/2011 6:51:29 PM)

Another consideration is the time limit for each scenario...it seems like it really benefits the defender to limit the time, but it would be a cheap victory if I gave the attacker only 5 minutes. 30 minutes seems too long, especially if the attacker has a lot of reserves. I've been playing 20 minute games: usually it takes a couple of minutes for the attack to get started, then things get hot, and after a lot of bloodshed the attack peters out and I have about 5 minutes left of not much happening.

How much time do you give the scenarios? I actually don't like that this is something the user can modify. I think the time limit should be part of the scenario conditions (like when playing Advanced Squad Leader, you have a set number of turns to accomplish your objective).




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