JD Walter
Posts: 235
Joined: 6/20/2003 From: Out of the Silent Planet Status: offline
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Since many people are re-discovering Kharkov with the release of the latest patch and the "Across the Dneper"expansion, I will try to summarize a couple of the more salient lessons that continued play of this game since its original release last year have taught me: 1. First and foremost: Unentrenched = Dead. 2. Non-open terrain is always beneficial. Whether for spotting, ops cost(s) to traverse, anti-shock value, etc. etc., you always want to be in non-open terrain. Of any type. Whatever's available. If you have the choice between ending your turn in an open hex, or a hex of anything else, take the latter. 3. On the attack: Air. Artillery. Engineers. Ground. In that order. 4. In any stack: One unit attacks. One unit entrenches. 5. On defense (if stacked), both units entrench. Next turn, unit A forms hedgehog; unit B moves adjacent and entrenches. Third turn, unit B hedgehogs; unit A moves on top. Hex by hex, you retire to your next line of defense. This forces your opponent to completely surround you if he wants to stop you - which, in turn, ties down 6 of his units, for 2 of yours. If you cannot entrench in any adjacent hex, do not move. Stay entrenched where you are. 6. Against forts, artillery bombardment and/or engineers are preferred to airstrike and/or armour assault. 7. Against enemy armour (especially German), always stack with an anti-tank capable unit. The Russian 76.2mm ("crash-boom's") light artillery regiments are far better used for this purpose, than for bombardment or counter-battery fire. Place your anti-tank assets in stacks that have the highest number of hexsides that they can be attacked from. Generally, 3+ exposed hexsides merits an anti-tank asset. But try to keep the number of exposed hexsides to a minimum. 8. Attack from opposite directions (opposing hexsides) whenever possible. Encircling units provides the maximum number of positive shifts.
< Message edited by Def Zep -- 4/11/2010 5:15:04 AM >
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