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6. The tutorial doesn't seem to mention the two M106A2s that begin behind the HQ at all. Being the complete novice I am I can't see much use for them. They seem to have mortars but I get 0 or 2% when trying to target anything with them so I basically haven't used them. Any tips?
7. Is the HQ unit ok just left sitting by the US flag all the way through or would there be any advantage in bringing it along with the rest of the tanks etc?
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6 - Tutorial walk-through, section entitled "Setting up an Artillery Bombardment", paragraph 3 begins "Now look at the first unit in the right pane, an M106A2. There are 6 buttons.." and a picture entitled "Artillery bombardment screen details".
7) HQ - is an administrative rear link, but as it represents you then don't get in the habit of losing it!. (In a long campaign, getting your HQ terminates the campaign at that battle). (Game Guide - "Game Play Notes" - paragraph beginning "The A0 unit represents you, it is the Battle Group Commander.."
As for the scouts, the tutorial mentions nothing about dismounting them. Up to you really, but not much use in this scenario which is intentionally a bit of a turkey-shoot - the tanks and TOW units etc will mop the enemy up quite handily. Mounted units don't fire. However infantry - even mounted infantry in APCS - are a bit better at spotting than plain AFVS, especially WRT spotting infantry, as they have more eyeballs available. So keeping the APC with mounted grunts close behind your tanks, just may spot the odd lurking enemy leg squad that the tankies would miss if not so escorted.
Game Guide - Game Play Notes - Paragraph beginning " Even if you are a 'tankie' you will need some infantry about to help you out in the close stuff.."
Cheers
Andy