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Re: Tactics, Time and Steel Panthers
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1) distance to cover 2) close quarters fighting. 3) artillery delay in regards to 2), even with a good smoke screen or bombardment.....it would need to be precise to suppress the fairly numerous AT INF units entrenched. I did find myself getting tunnel visioned on the several AFV's well placed. In the end it was the INF units that made life hell...as it should be in a city/town/village environment. I did think about my arty at that point which leads to the below: in regards to 3), its tough to work around the artillery delays. Even when using FO units. The average delay can go from 2.5 - 3.5 turns. Even in a 30 - 35+ or larger scenario thats a significant slice of time. While the average WinSP scenerio allows a much greater time span than the classic game, it can be hard. Thus i keep thinking there's some secret sauce that i'm failing to pick up on. :p Some advice on how to better employ arty would be welcome. Despite all the years i've played the game i actually think the AI deploys arty better than me save for it's tendency to hit where unit's "were" vs. where they are. replaying the game as German also was enlightening in that the AI managed to get it's INF units closer to the action far faster than i did. |
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