Those disturbing PAKs (Full Version)

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Spearhead -> Those disturbing PAKs (7/8/2003 4:56:43 PM)

In several PBEM games i have to deal with AT guns.It is really difficult to avoid or silence them.Best tactic i have found is to send infantry first to supress it as much as possible or to shell it with artillery.But what if none of these options are possible?
How do you deal with 2 PAKs that control all the area and you have no artillery (left)?:confused:




Belisarius -> (7/8/2003 5:02:51 PM)

If you're all out of artillery (including SMOKE), then I guess infantry would be the choice. Tanks can work, if they are lucky to survive the first shot.

Remember, German doctrine said Panzers should be used primarily to defeat AT positions, then enemy tanks.




Kemper Von Boyd -> (7/8/2003 5:07:34 PM)

I've always seen this as one of the (relatively few) major flaws in SP: WaW. In real life, tanks deal with AT guns by shooting the _guns_ to pieces. One HE shell from a 75 mm gun will knock out the gun. In SP: WaW, normally the crew goes first, and until the entire crew is either dead or fleeing, the gun can keep firing.

Ingame, the best bet to knock out those pesky PAK:s is infantry. Bring a MG to bear and keep the gun suppressed so your own infantry can advance in peace. If you've got smoke, use it.




Spearhead -> (7/8/2003 5:38:13 PM)

Right...though i have though many and many times how nice would be if PAK would be hit like tanks are.
It would look like that:76.2 ATG hit front shield hit by 5cm kwk/l42
armor 10mm,penalty 40,ATG optics damaged.

In real life it was like that at least




Spearhead -> (7/8/2003 5:39:53 PM)

BTW...belisarius dont u find my picture reminds quite lot of yours but is dozens of times more beautiful. :D :D :D :D




Frank W. -> (7/8/2003 8:10:13 PM)

jeeps + kubelwagen are the common methods in these cases among PBM gamers. they are so cheap you can send severall of them and "eat up" some of AT guns op-fire. but itīs of course gaming the game. which drivers would have done such suicide. perhaps in the japanese army this was later in the war common...




Belisarius -> (7/8/2003 8:17:29 PM)

[QUOTE]Originally posted by Spearhead
[B]BTW...belisarius dont u find my picture reminds quite lot of yours but is dozens of times more beautiful. :D :D :D :D [/B][/QUOTE]

Hahahaha!

True dat, Spearhead! :D I humbly surrender to your awesome avatar. ;)

Welcome to the forums, btw. Fun to see a member from the east shore of the Baltic that is not a Finn. :)




Buzzard45 -> (7/9/2003 10:58:31 AM)

Ditto Bels' comments. Welcome to the forums.

An ATG is not hard to take by itself. It takes patience and recon. The recon is the hard part. It needs to be spotted. You move any MG or sniper stealthily (not seen) to within spotting distance. You can move by jeep or HT to within one visible hex (still hidden but the next hex has the target hex in site) i.e. behind a slope or in the woods. Wait one round to reset its average speed per turn and then move the last hex. Your MG will not be spotted by the ATG and also you will not see the ATG unless it is spotted by the aforesaid recon elements. If it is spotted great, fire away and suppress it so that an infrantry squad, tank or other soft target specialist can kill it from up close. Beware the two hex rule for special op fire. If its not spotted run a couple of jeeps (alternately taking fire, being target, to negate 2nd shot bonus) until the ATG is spotted, Or you run out of jeeps.

Situation #2. Bring a splash capable unit (warhead 9 or greater) like a Hummel or 150mmSP gun, up to a point that it can see the adjacent hex but not be a target of the target hex. Hit the adjacent hex with your heavy ordinance. The ATG will be suppressed enough for you to close and kill after a shot or two Works good on those pesky 50calHMGs too. Doesn't it Gary.




VikingNo2 -> (7/9/2003 11:58:07 AM)

I agree with Buzzard, if I have something that can do splash damage, that is what I use. Smoke, Splash then assault:cool:


Attacking hexes with MG fire works well on the firing but hidden ATG's as well




Capt. Pixel -> (7/9/2003 12:27:29 PM)

I once obliterated an 88 using only a SO Ski Sniper (in ver 7.1 those snipers had 8 shots. At 15 hexes, they couldn't be seen and seem to be even more accurate.) Two turns of this and no more 88. :)

This really ticked off my opponent. He hasn't played me since. :(




Gary Tatro -> Here is something to try (7/9/2003 8:22:44 PM)

Do you have any tanks with smoke ammo. Use the tank to fire smoke ammo right in front of the ATG's then run a halftrack with infantry up to the ATG and hope its one shot does not destory the halftrack. Then pop the infantry and kill the ATG. You can also use assualt guns to cause splash damage after/before the smoke to suppress the ATG.
Granted you have to be careful running up a halftrack to the ATG, a good opponent will have a infantry unit in front of the ATG to prevent just that type of attack.

Best way, pull back and smoke it with artillary or blast it with artillary.




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