Karnaaj -> (4/13/2003 8:53:54 AM)
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Hmmm. If the first visible enemy unit was the Command Tent, you *could* take a shot. This will probably cause at least one AT gun to fire at your firing unit, so you might spot something. Seriously, tho, hose the commanders when possible - it does affect morale, and that can make a difference between a gun crew that hangs in and shoots next turn, or one that cowers and runs. The biggest difficulty with Snipe (from what I remember - didn't play it that much) is that you can't spot those guns easily. OK, just did a quick refresher as the Brits. The Germans play hell spotting those guns, alright. The other bad thing (which is what I fired it up to check) is that the AT has 360-degree traverse - no "sneaking up out of the fire arc" here. There's a whole lot of infantry which *will* assault your tracks coming in, as well... no bazookas or PIATs, but you're in earlier tanks, so it evens out some. All in all, this is not a traditional "balanced" scenario - but no one ever said war was fair. You have a mission, and you *will* take losses trying to complete it... question is, how few can you get away with? No artillery means that you have to deliver smoke the old-fashioned way - "Karl, Fritz, and Hans, take your squads up there. If you get shot at, throw smoke." Some (not all) of your tanks have smoke as well. Use it, but don't overdo it. (See below.) Don't allow flank shots on your tracks - front armour is thicker for a reason, even if it might not be thick enough. Also, don't let your halftracks get killed. You'll want then to stand off a little and carve infantry into catfood, and (if you can restrict the sight-lines enough) to punish the AT-gunners. (Let 'em use up their shots, or reinforce your displeasure upon the suppressed.) The dust raised by vehicular movement will also block visibility, but to a somewhat lesser extent. A side-to-side run will raise a screen, but it's not perfect, and allows a flank shot (which they *will* take) - if you have to do this, use something cheap and Italian. Running forward will cost you, but the combo of burning wreckage and raised dust, especially along a narrow front, will allow you to bring more force forward. Once your closer in, bring your infantry up, but still behind the dust/smoke and out of line-of-sight. Forward *slowly* - you're less interested in shooting here than spotting. Tanks, once visible, will get hit - survivours should first-round *smoke* farther into the encampment (which is why I said not to waste it). You *need* to block line-of-sight for the other guns. If you live, then work on: AT, HQ, vehicles, infantry in about that order. The infantry will pop smoke on retreat, and assault when you come through - keep your infantry up front, and let them get shot... you can support them afterwards. Good luck! Note: one thing to try, whenever you run into a real tactical problem, is to just play it a few times, get the feel for the scenario... then try it as the *other* side. "No *wonder* I'm getting mauled! Howinhell'm I supposed to beat *that*?" Y'might also find that Enemy was just having a lot of luck that day, or that the AI isn't real bright. (Snipe is a good example - the Germans will come rolling right up to be hammered.) One last thing: check the mission-briefing text... it might be a "can you do better than history?" scenario - like Snipe. It seems that the Brits slammed the Axis a good one that time... Hope this helps, or garners comments, or something...
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