HeinzBaby -> RE: How do YOU play? (8/17/2017 10:31:45 AM)
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This is how I play... “Strike hard and fast and do not separate” - Heinz Guderian When moving or positioning units, I’ll almost always use the whole Company playing NATO or Battalion When I’m Soviet. What I mean is that the ATGM / Armour/ Mech Inf. units aren’t scattered over a wide area used in penny packets - to be destroyed piecemeal. As CO you can't defend everywhere, just hope your deployment is on the money. With such a large frontage to hold, you just cannot do it, You must make the hard decisions of what to leave alone, just observe, and defend with Force, where you think the Enemy line of advance will be. And think from where a good backhanded counter-attack will spring from. Reinforcements usually come in ‘drips’ which is just sooo tempting to feed straight into battle, I try not to do it. Better to consolidate for a Battalion Attack (using Guderian's maxim - 'Kick em' don't kiss em'). Usually units of mine, from the same Co./Bn. are adjacent to one another, or no more than one - two hexes apart, (more concentrated fire to bear), remember each hex is 500m. If you stack, no more than two Units per stack in Towns/wooded areas, never stack in the open… Artillery magnets. With the latest patch, enemy AI Arty is devestatingly accurate. Artillery, I’ll always try to saturate with multiple Battery fires / Airstrikes, not single Battery, if you’re not destroying units outright, you’ll be suppressing them (lowering their ‘readiness’) making them gibbering idiots. For NATO, place smoke (using on map Artillery for faster response times), on your high killing units - Armour. When I'm NATO, I plot more smoke than HE, nearly every other NATO vehicle has Thermal Sights, Ivan can’t see you in/thru smoke (can’t shoot) unless adjacent, but you can wipe the floor at long range - so don’t let Ivan close in on you. As Soviet, I rarely use smoke for the very reason that I stated above - NATO units have TS. (The BRM 1K Korshun (recon) is the only Soviet Unit with TI - use with care). Just pound the hell out of NATO units with multiple HE Bn. Battery fires. When on the Defensive / Ambush, Units that have had ‘Hold command’ for more than 30mins are considered ‘Dug in’ and receive a defensive bonus - dug in Infantry in Towns are tough cookies, best place for them. In Defensive positions, look for Kill zones for Ambush, reverse slope, the enemy can’t see you until its too late, inside the Town not edge where one and all can see and kill you. "Git thar fustest with the most mostest." - CSA Gen. Nathan Bedford Forrest. Sometimes with Recon units, if the risk is worth it I’ll occupy that high value Town or Wooded ground, their sacrifice will BUY TIME as you bring in your Inf.- Armour to hold it. Usually my Recon will move with Armour / Mech Inf. not miles out front to be sniped at. I never use ‘Hasty Movement’ - this is Column Road March, enemy units attacking your convoy will ruin your day. I use ‘Assault move’ for most of my movement, it takes a bit longer to get moving at first - any Command from Hold will take longer to execute, but with the Assault Move, it will only stop to engage the enemy IF the threat is serious, when the enemy is destroyed the unit will usually continue moving until it reaches its last waypoint. ‘Deliberate move’ will Halt in Screen mode to engage enemy and not move further until issued with a new command. ‘Assault move’ is the only order where a Unit will enter an Enemy occupied hex (close assault). These are my guidelines and nothing is etched in stone - play the game in front of you.
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