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vehicle flame weapons - 5/24/2003 8:42:38 AM   
MOTHER

 

Posts: 172
Joined: 10/26/2002
From: Melbourne ,Australia
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I read the experiences of others during their pbem's in the AAD/DAR and everybody that has flame tanks or the like seem to have no problem just walking up to the enemy and wasting them.You can feel the satisfaction one derives from utilizing these things from the texts.Quite potent when used correctly.
I'm wondering if its me ,but every time I buy these things the units seem to just have no life expectancy.I try to hide them with ground support in thick woods ,towns or some super defensive position,in attack at the rear echelons of the columns waiting for that defining moment.Personally I know I utilize paitence and prudence and if I'm facing one its a priority target.FT engineers-no problems, but any thing with wheels life expectancy O buy game end.
HOW DO YOU MAKE THOSE THINGS LAST AND MAKE THEM A "MORE" DECISIVE BATTLEFIELD WEAPON.?
Everybody has their hard and fast rules when employing certain specialist weapons and the tactics thereof: if you have one for these things it would be appriecated to let me on your secrets!:rolleyes:

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- 5/24/2003 8:10:24 PM   
Raskolnikov

 

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From: London, England
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The trick to not getting killed is not getting shot & the trick to not getting shot is not getting seen. :D If that isn't possible, then let [I]someone else[/I] get shot instead. ;)

Keeping that Platoon of Tigers/Flametanks/Whatevers as a hidden reserve, ready to sweep out and break the enemy in one awe-inspiring counter-attack is a good idea but it has to be done right. A 'decisive' counter such as this should only be made when you [U]know[/U] exactly [U]where, when and what[/U] you are attacking. It is no good rolling your reserves forward straight into the barrels of a Plt of 88s or other Hvy ATG/AAA. Use cover, smoke and other units to draw OpFire - then unleash hell.

Of particular value can be a tactical reserve of Recon units. I always try and take a large Recon force ('cause you can't kill M4s unless you can find where they're hiding). However, these units rarely survive long enough and in good enough condition to be able to perform the late-battle reconnaissance necessary to work out exactly where, in all that smoke & dust, you need to launch your counter-attack. A fresh Recon element (doesn't need to be too big) can provide this Intel for you.

Rask.

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Post #: 2
fantastic! - 5/24/2003 8:58:32 PM   
MOTHER

 

Posts: 172
Joined: 10/26/2002
From: Melbourne ,Australia
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Its amazing what a "fresh" approach to an idea can stimulate in ones mind:the tactics have always been there just the exceution, a fresh way of thinking the problem out to invigorate ones' mind.
Thankyou Rask for your insights ,everybody has a "style" and a tweak here or there can only make oneself a more potent opponent.;)


I hope what youve said is not to your detriment the day we might clash :D .
hope everyone enjoys there time and gets a benefit from any and all postings.:cool: MOTHER

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Post #: 3
- 5/24/2003 10:42:39 PM   
Capt. Pixel

 

Posts: 1219
Joined: 10/15/2001
From: Tucson, AZ
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Flamers are just another version of TDs. Move 'em last and only into conflicts where the opponent has already exhausted his shots on other more durable or hard to hit targets. Then swoop in and flambe. Leave some movement to pull back, Rinse, Repeat. :cool:

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"Always mystify, mislead, and surprise the enemy, if possible. "
- Stonewall Jackson

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Post #: 4
- 5/25/2003 6:14:36 AM   
Wolfleader

 

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Joined: 10/31/2002
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I pretty much keep my flame tanks at the rear with my inf until I counterattack once most of my opponents armour has been dealt with. My flametanks usually travel exclusively with my infantry and is used to dislodge stubborn pockets of infantry squads I may come across or attacking fortifications from the rear.

As soon as I spot any surviving armour though, they stay out of the way until my gun tanks deal with the enemy armour. The gun tanks and infantry also deal with any inf unit with AT weapons which may pose a hazard to my lightly armoured flametanks.

Thus far I've managed to keep my flametanks relatively safe, I've played 30 missions so far in a 200 mission custom campaign and so far I've only lost 2 to 3 flametanks in total, usually falling victim to the odd infantry man sniping away with an AT rifle from a concealed position.

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Post #: 5
Flametanks in the Pacific - 5/25/2003 6:50:20 AM   
KG Erwin


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From: Cross Lanes WV USA
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The Satans are available to the USMC in 43, but they are on the fragile M3 Stuart chassis and need to be supported by ground troops advancing and taking the first counterfire, if you are assaulting one of those d amnable Japanese cave/bunkers . If you can lay mortar fire or smoke at top of the position prior to assaulting it, so much the better. In any case, the infantry goes in first. If they hold, then bring in the flamers. Follow that up with the assault demolitions units or engineers and simply blast the h ell out of them. This is how the "corkscrew and blowtorch" tactics were applied. The lesson is: never, never send a flame vehicle or standard tank first in assaulting a fortified position. The infantry must lead to engage and pin down the garrison, laying down smoke if possible.

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Post #: 6
- 5/25/2003 12:32:20 PM   
bigtroutz


Posts: 2417
Joined: 4/22/2001
From: Montana, USA
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All of the previous posters have given good advise.

I would add that using flamers after a heavy artillery bombardment is another good tactic, particularly against infantry units. In this case, the targets are usually so supressed by the arty that they will not op fire when you move into range. It helps to move recon/infantry or more robust units into the area to spot enemy units and take the occasional opfire.

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And with two, you get eggrolls - 5/25/2003 9:47:03 PM   
Capt. Pixel

 

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From: Tucson, AZ
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They're also better than the big-bore guns up close against enemy infantry. They don't 'splash' damage onto your adjacent troops, like a 105 or 150 HE.

Flamers can also assist in clearing minefields. Only the flamers with damage ratings of 200 can do this. You can pop 4-5 mines per shot this way.

Flamers can create impenetrable, 'permanent' smoke under [I]any[/I] visibility range by 'Z' firing their flame guns in nearby hexes.

A very versatile unit, indeed. :cool:

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"Always mystify, mislead, and surprise the enemy, if possible. "
- Stonewall Jackson

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Post #: 8
- 5/25/2003 10:45:06 PM   
Irinami

 

Posts: 746
Joined: 9/4/2002
From: Florida, USA
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Flaming out mines gives you a slightly lesser hell. ;) If you end your turn in a flame hex (eg, you're trying to move past it but are fired upon and lose the necessary movement to skedaddle), your unit may never move again. There are a number of checks they must do to be able to gain movement points again, including--but certainly not limited to--low suppression... which fire generates every turn.

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Newbies!!
Wild Bill's Tanks at Munda Mini-Campaign. The training campaign for comb

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Post #: 9
- 5/28/2003 2:52:40 AM   
arethusa

 

Posts: 145
Joined: 5/12/2003
From: GTA, Canada
Status: offline
Flame weapons make a superb defensive unit at very little risk to themselves if you hide them in woods or other short visibility areas.

Put a couple of flame units near any VHs you hold and put an infantry unit 1-2 hexes away so that nobody can sneak up on them. It's a very cheap protection for those imprtant VHs.

Or, prevent outflanking manoeuvers the same way. Figure out your opponent's likely route to go around you and hide a flamer in the woods. Keep it at least 1 hex back so it can't be seen and have an infantry or recon in front of it to spot oncoming targets and guide the flamer to where it's needed. Move the flamer, always staying hidden in the woods.

9 times out of 10, your OP fire with the flamer will toast the first 2 or even 3 enemy units to stumble into harm's way. Then you can either take the rest on with the infantry, or more likely, your opponent is going to start thinking twice about the route he's taking and you get some more time.

And time is like money in this game.

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"Good military intelligence is worth at least as much as an extra regiment."

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Post #: 10
- 5/28/2003 2:05:29 PM   
Klinkenhoffen

 

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But Mother you have just made all those M4 Flame tanks of mine flaming wrecks. D@mn those Stug's:mad:

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Post #: 11
LEGAL DISCLAIMER - 5/28/2003 6:28:15 PM   
MOTHER

 

Posts: 172
Joined: 10/26/2002
From: Melbourne ,Australia
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SHOOTING AT EM IS ONE THING,DRIVING'S ANOTHER KLINKS:D RE: OUR CURRENT GAME 2 X FLAMPANZERS IN TOWN UP IN SMOKE .USAF GOT 1 AND THE OTHER BY M4A3 BEING FORTUNATE[LABELLED AS RSO TRACTORS IN THE FORIFIED HEXES].
HEAR YE !!, HEAR YE!!!!, I ANNOUNCE TO THE WORLDS FORUM OF SPWAW THAT I WILL NEVER NEVER EVER EVER BUY, CONSIDER BUYING,CONTEMPLATE BUYING THOSE THINGS EVER AGAIN REGARDLESS OF NATIONALITY ,RELIGION COLOR OR CREED.EVER!
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THOUGHTS AND OPINIONS ARE SOLELY THAT OF THE WRITER AND SHALL EXEMPT HIMSELF FROM ENTERING INTO ,GOING THROUGH, OR OTHERWISE ,EXPLAINING HIMSELF OR HERSELF AS TO0 WHY HE AGAIN PURCHASED CANNON FODDER FOR THE BENEFIT OF THE CURRENT OPPONENT,WHEN IT DOES OR DOESN'T OCCOUR INFREQENTLY OR OTHERWISE.[SPWAW GENEVA CONVENTION FOR PIXELATED ICONS]
:confused:

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Post #: 12
- 5/29/2003 1:49:20 AM   
Wolfleader

 

Posts: 94
Joined: 10/31/2002
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IRT flame tanks for mineclearing.

I tried flaming mines but the effect was pretty limited and I only managed to take out only a handfull though that was probably more because I was using flampanzer II's. My prefered method for mineclearing is still just piling on tons of mineclearing tanks and inf in one hex facing the minefield. Sure they're vulnerable but they can clear a minefield hex in a turn or two.

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Post #: 13
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