Campaign Core Unit questions... (Full Version)

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skurj -> Campaign Core Unit questions... (6/13/2001 2:18:00 AM)

I am about to start a long ww2 campaign, as the germans in North africa 1941. This will be my first campaign, and don't really have a clue what I should be purchasing for my core units. Any advice? No need for specifics, just general guidance would be kewl +) SKurj




panda124c -> (6/13/2001 2:45:00 AM)

quote:

Originally posted by SKurj: I am about to start a long ww2 campaign, as the germans in North africa 1941. This will be my first campaign, and don't really have a clue what I should be purchasing for my core units. Any advice? No need for specifics, just general guidance would be kewl +) SKurj
Base your core on infantry units a company or two of mech infantry for instance, then some anti-tank units (mech or towed or both) some support artillary (81mm Mortars mech or towed) and/or mech artillary (indirect) at least one ammo carrier. then some armour at least a platoon of tanks per company of infantry (keep the ration about two inf to one tank such as two mech infanry companies and one tank company) I like to add a platoon or section of CS tanks. One Recon company. And a forward observer. This should give you a well balanced force.




Don -> (6/13/2001 2:52:00 AM)

Hi SKurj, Just keep mumbling "combined arms" as you purchase - get some armor, some artillery and some troops. You'll be pretty limited on the armor available, but you'll be able to upgrade later. For troops it's wide open but I'd get some recon type guys and some engineers as part of the mix. Also some transport if you can. But first, I'd make sure I ordered the mega-campaign which is NA in '41! Then I'd play your "warmup" campaign until that arrives. Those battles are much tougher than what you'll face in the regular campaign, though, so learn quick and become a sunburned vet of the DAK - then take on the MC! :D




Flashfyre -> (6/13/2001 4:59:00 AM)

I would suggest a higher ratio of armor:infantry. Wide open desert meant alot of manuevering, and the German tanks were undergunned against the British Matildas. Better to buy a company of medium tanks, a company of panzergrenadiers, a platoon of StuGs (for close infantry support), an armored recon group, some SPAA units, a platoon of engineers (to clear the way of mines), some 88mm ATGs (and transports for them), and a forward observer with transport. Also, if you have points left over, get a section of ammo trucks, so your mortar teams don't run out of ammo halfway through the battle. Things like artillery, strike aircraft, armored cars, etc. should be bought with support points.




FrankyVas -> (6/13/2001 5:34:00 AM)

I like, 2 tank companies (light to start with) 2 recon platoons (armored cars) 3 motorized companies (you can later upgrade them to whatever you want) 2 gun platoons, 37mm AT 2 truck plattons to carry the guns A few cheapo units to round off, later in the campaign you can reasign other units to this ones and make a few speciallized platoons. This is what I managed to buy with the 3000+ points that the game gave me. I'm in the sixth or seventh battle. I've upgraded all my tanks to the latest PKV IV and IIIs. I have one engineer company, 1 SS rifle company and 1 special forces company. 1 88mmAT and 1 88mmAA platton. All my trucks are halftracks. I took the 50mm mortars off my infantry companies, upgraded them to 81mm and attached them to on of the spare units (last bought) so I have 2 81mm mortar platoons. Hope it helps. Frank V.




john g -> (6/13/2001 5:36:00 AM)

quote:

Originally posted by Flashfyre: I would suggest a higher ratio of armor:infantry. Wide open desert meant alot of manuevering, and the German tanks were undergunned against the British Matildas. Better to buy a company of medium tanks, a company of panzergrenadiers, a platoon of StuGs (for close infantry support), an armored recon group, some SPAA units, a platoon of engineers (to clear the way of mines), some 88mm ATGs (and transports for them), and a forward observer with transport. Also, if you have points left over, get a section of ammo trucks, so your mortar teams don't run out of ammo halfway through the battle. Things like artillery, strike aircraft, armored cars, etc. should be bought with support points.
I would have to disagree. My WWII German core started earlier, so it downplayed tanks (only pz1b or IIc available). As I recall it started as 1 company infantry 1 company engineers 2 platoons PzIIc 1 platoon PzIb 2 sections 88's 6 snipers or thereabouts I do remember the total was 26 units through the campaign. The IIc's were armored car and soft vehicle killers, the Ib's were infantry shredders. All serious tank killing was done by the 88's or the engineers. The snipers were my scouts, going back to the WWI prototype scout-snipers. By the time I had made it into the desert the infantry company support weapons had changed into a tank platoon armed with III's or IV's and the I's and II's had upgraded into IV's as well. Their primary task was to take on allied light armor and support vehicles. Some of the snipers had turned into mobile flak or 88's (just can't have enough of them around). Later when the Brumm and sturmtiger showed up the last of the snipers was converted. Elite recon sturmtigers can find their own targets. Almost all assaults or defends found my support points going for engineer companies, for meeting engagements I mixed it up and often threw in some armored cars to get a jump on victory hex possession. My choice of core was colored by my experiance of shortly before playing a 10 year campaign as the Japanese from 30-39. There I never bought any armor heavier than the no longer available 2592 armored car whose 3 mg's made it a rolling pillbox. The Japanese core was made up almost entirely of infantry, some engineers and some horse cavalry. Both forces downplayed offboard arty, I bought it a couple of times, but no where near as much as I bought transport aircraft or gliders. After testing I decided that strike aircraft were even less useful than arty so I never bought any. After seeing as many as 24 US aircraft shot down by my Germans per battle I came to the conclusion that aircraft only work against a force with no defense against them. Both the Japanese and German campaigns by the end could steamroller the ai, the ai doesn't seem to do as well vs an infantry heavy opponent. thanks, John.




McGib -> (6/13/2001 6:02:00 AM)

First and foremost you need to know what size of force you want keeping in mind that the AI force (depending on the level of difficulty you chose) will most likely be larger than yours. I prefer a much smaller force than these 3000+ point brigades mentioned above. For me a platoon of tanks, a platoon of mech infantry, a couple of mortars, and a recon section is preferable. On a regular size map you have plenty of room to manouver and your not going to spend 45 min doing your turn and then sit for an hour deciding on your op fire choices. Like Don said pick a combined arms force, some tanks, some infantry, some arty and some recon. You decide on how much "some" is going to be.




gators -> (6/13/2001 6:12:00 AM)

two general quick hunts 1 klotzen nicht kleckern ( Guderian although I'm sure he didn't invent the phrase, maybe it was old Fritz) 2 It ain't the gun Sonny, It's the operator.




gators -> (6/13/2001 6:13:00 AM)

The attribution for the last quote in the previous quote is of course Bob the Nailer. Ave atque vale!




lnp4668 -> (6/13/2001 9:14:00 PM)

I found that Stugs tend to be better armor and weapon wise compare to tanks of the same period for the german (at least until the Tiger) The trick is not to move them before you fire and when supported by infantry, they will last a long time.




Sscott1879 -> (6/14/2001 11:30:00 AM)

[QUOTE]Originally posted by SKurj: [QB]I am about to start a long ww2 campaign, as the germans in North africa 1941. I always build my core force around one company of tanks with supporting infantry and 2 - 3 mini kampfgroups. Each of these groups contains: 2 - 3 platoons of infantry 1 platoon of infantry killing self propelled guns (especially against Russians) and 1 platoon of long range tank killers (88s are worth their weight in gold early in the game - later upgrade to panzer jaegers, marders and jagpanthers). I use the tank co. to exploit breakthroughs or as a reserve and the kampgroups offer a good balance for offense or defense. Round out your unit with support artillery, don't neglect anti-aircraft guns (pesky Typhoons) and my favorite - SPECIAL OPS SQUADS! Buy cheap and hope your first game is defense, then upgrade. Then just have fun and experiment.




General Mayhem -> (6/14/2001 5:31:00 PM)

quote:

Originally posted by McGib: I prefer a much smaller force than these 3000+ point brigades mentioned above. For me a platoon of tanks, a platoon of mech infantry, a couple of mortars, and a recon section is preferable. On a regular size map you have plenty of room to manouver and your not going to spend 45 min doing your turn and then sit for an hour deciding on your op fire choices. Like Don said pick a combined arms force, some tanks, some infantry, some arty and some recon. You decide on how much "some" is going to be.
I agree. Of course look what you're against and what against you're fighting. I atleast try to get as cheaply as possible a potent force. My favorite troop is 2 tanks platoons, a section of support tanks, infantry recon platoon with scout vehicles, engineer platoon and a rifle platoon with transport. Plus few mortars, maybe few snipers and a platoon of MG's/inf-at. AA can be a good idea, but it depends who you play and when. Desert however can bit favore distances so I'd take 88 guns, some infantry, fast tanks and some potent artillery. And for later campaign I could reserve some units to be changed as AA.




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