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Originally Posted by Imp
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and the main problem is that when i succeed to dig out an enemy unit, it flees in another hex i cannot see, and it rally the next turn, so that i have to restart everything from the beginning the next turn...
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To avoid this make a decisive push in one or 2 points then fan out if possible. These forward forces isolate city blocks stopping route/reinforcement, sort of surround on 3 sides or at least 2. Place your arty so it fires just behind the front line to minimise hitting you & be in position for where they rout to
hit hard. Patience city busting is slow work esp in the snow, let your arty work using smoke to block fire lanes as well. Far better to go block by block isolating as stated then sweep round than try a whole front approach generaly. If you can get a MMG or 2 round the back with LOS down the road to the block you are attacking seals it & persuades runners to keep going.
That being said city fighting always causes heavy casulties which is why armies normaly try & avoid it if possible.
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Pretty much it - use the roads as advance axes, and clear the sides. Isolate blocks, and don't go into these looking for the enemy unless you need to. Set up killling zones for when the isolated units counter-attack on your taking the objectives instead.
For clearing grunts in the city, the best kit to keep up near your point troops is vehicle flamethrowers. A section of wasps per team working each road should do (Crocodiles are a bit slow, when they need to retire to reload from ammo units. You don't want your ammo units up too far).
The German SP flame rocket halftracks are of limited use. They can toast large areas, sure. But that is not a great deal of use if you actually require to go through there later!. Possibly useful in the
defence of a city though - if used on the enemy approach avenues.
Andy