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Re: Realism settings
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When fighting infantry, tanks MUST have infantry to support them. This includes MG and ATGM teams to watch the flanks and counter AT threats. There are times I wonder if AFVs are worth the points, but then I am on the receiving end of 120mm of HEAT and I think, "You know, it might be nice to have a bit more of that." Just remember to balance your force and make sure everyone is watching everybody else's back. There are some good suggestions on dealing with ATGM/RPG threats.thread (posts 31-37 on page 4) I know there are more, but you would have to search for them. In my mind, the point of scouting is to hurry up and wait. You have to get into a good position quickly and then stay put so you can see without being seen. Moving units are easier to see in the game, so you need a full turn of staying put before your "not moving." I use the same tactics with my main force. I try to get into a good position and let the enemy blunder into me. Now, my current opponent gave me some of the cons of this kind of strategy (mass losses to artillary being the biggest), so you need to make sure that you don't sit for too long, or get yourself into a position that you can't get out of in a hurry. Flexibility, adaptability and variety are the keys, in my mind, to a successful battle. I'm still working on all of these. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ John, you're short a bundle of APCs and at least 1 AFV so far, but you got one of my bradleys. I'll get the file to you when I can. |
Re: Realism settings
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Re: Realism settings
Something very important too as i learned in all those battles : artillery.
When i started to play winSP:MBT, i was not really bothering with artillery, and i learned the hard way that artillery is a -very- important part of the battles : -deploying walls of smokes to an area before moving your TI capable armor, so those small AT squads will have a lot more problems to deal their often "lucky shots" at +400m. -splashing on infantry defending a zone, that can suppress them, sometime a lot, allowing your troops to endure less casualties and suppression while your troops are moving to the target location. -those ambushed armored vehicles and canons that none of your troop seem to be able to come close enough to destroy or have a good LOS on them because of some hidden infantry shooting at them first or the terrain going on the way. Splashing some cluster ammo on zone can turn them into smoking derelicts if they refuse to move (if you know where they are) and the cost on losing expensive armors is terrible for your opponent endgame. -in the case your troops are target to enemy artillery, for a change use yours as counter battery, either do it manually if you have a good idea of where your opponent guns are hidden, or if your artillery is experienced enough to conduct counter battery on their own, and if your opponent insist in keeping his big guns there, splash your arti on them, suppressing and destruction of opponent artillery can be a turning point of a battle. Basically to break an enemy that stay on defensive position, you really need artillery to help your assault, if something does not move, it is going to have a hard day when the shells and missiles will rain. It is very difficult to fight a defensive opponent without artillery, as it will nearly always have the 1st shot, will be able to hide better than your moving troops |
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