Quote:
Originally Posted by RERomine
One tactic or trick (depending on your perspective) is to plot artillery where I think/know someone going to eventually be. If they aren't there yet, I walk the plots around to keep them where I want them. It creates a delay since you don't want rounds to drop if they aren't likely to be there when the steel rain starts. This may be considered to be gamey, but I prefer to think of it as an "At My Command" artillery call where they are waiting back at the guns for the "Fire" command. This would be contrary to Weasel's artillery rules, so it is important to determine what the ground rules are. There is no guaranty that your enemy will walk into the impact zone, but it increases the possibility of hitting a group on the move. When it's use is permitted, I find the tactic quite effective and deadly.
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I use that "trick" too. I call it "hovering shells", as it may come down to the enemy at any moment. It is particularly useful for me when deployed far behind on the enemy arty's park zone.
In meeting engagements, when we only acquire 1 quick-arty-hex (TRP), we can't plot our arty quickly to "important" target areas if done in post-turn 0. So I'm relying much on the turn-0 bombardment setup where the arty can be called quickly in any decisive moment (delay it to turn 1 first). I'm grouping my arty into two if in ME:
1. is the arty rolling barrage in front of my forces or enemy's. It sure will delay his advance (or atleast making him to choose another route)
2. the "hovering shells" on the enemy rear areas. Once the enemy's arty has popped out it's smoke/dust (after doing some shelling) then my "hovering shells" can unleash it's fury all the way till the guns silenced.
I consider attacking first the enemy's arty (with as much little delay as possible) as a first priority due to my habits of purchasing on-map arty. Once his arty silenced, I can freely move up and down all the fury of my arty.
Have no idea if this one is gamey, though