View Single Post
  #6  
Old December 15th, 2006, 10:05 PM

kongxinga kongxinga is offline
Private
 
Join Date: Nov 2006
Posts: 17
Thanks: 1
Thanked 0 Times in 0 Posts
kongxinga is on a distinguished road
Default Re: Strategy for taking out big AT guns

A newb myself, but I would like to add a few observations.

My own NatChi AT guns usually have a short lifespan versus the Japanese AI. They die by

1. Firing at the tank, missing, and getting hit by return tank cannon fire. This won't apply to germans. Because of poor accuracy, I often set my AT Guns to shorter than normal expected ranges.

2. Firing , hitting and killing the target after multiple shots. This necessitates placing ammo mules/ trucks near or next to the guns. The enemy sends a fighter/bomber after my guns, and hits the ammo dumps. The explosion takes out my mules and guns. In best case scenarios my guns survive, but run out of ammo very soon.

3. Firing, killing the enemy, and forgetting, or am unable to move my guns. Artillery hits my guns. My men grin and bear it, but start routing after 6 turns or so. Even if they don't rout, after 3 or so turns they are so badly suppressed they can't hit anything. This is assuming the artillery does not hit my ammo dumps.

4. I hate this one. I fire, then the next turn the enemy drops a whole lot of smoke at my guns. There is so much darn smoke I either have to move my guns out of high ground or cover, or move them back. Meanwhile the enemy armour has advanced significantly, but hey I am KMT (very little inf AT). I heard german Panzerfausts are nasty.

Number 4 might be interesting to try if you are time strapped (1 turn of smoke is more than enough), else, try 3 if German counterbattery assets are weak. It takes a while even to rout Natchi gunners, but your arty is doing its job.
Reply With Quote