Quote:
czerpak said:
Due to soviet doctrine russian commander must be prepared for haevy losses to gain the ground.
The question is to have enuff left to make it.
Anyways, good summarize how to advance, Pyros.
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If the capitalist running-dog lackeys have Thermal Imaging, and you do not then you really need to proceed along the following lines (assuming the AI as the OPFOR).
1) Choose your battlefield to provide hard cover so you can assault through a defilade where many of the enemy systems will not be able to get LOS to you. Luneberg Heide tends to be bad (flat open terrain) but Teutoberger Wald etc much better (fairly solid woods, no long LOS arcs), or somewhere with a pattern of woods and enclosed fields, or a town or city is good.
2) Invest in artillery - the Red God of War needs copious libations of HE to satiate him
!.
3) It is nice to have the air - buy some scout or attack helos to scout with.
4) Choose an approach march that provides a nice, narrow defilade - a road through woods or a town is good, or between 2 ridge lines at a pinch. Approach corridor should be 10 hexes (500 m) to a max of 20 hexes (1000M). pre-plot arty HE missions in a line from the 1/2 way line where the enemy deploy from, and about 10 hexes deep. Plan a battery density of 1 3 gun battery about every 3-4 hexes across the line and the rest used to deepen the 500 or so metre depth.
5) blast the approach to the corridor through the defile as you approach. (hopefully you have chosen an approach line to the 1/2 way line that alleviates any enemy LOS on your approaching forces). This will take 1-2 turns probably, especially if you have nice fast Soviet kit (BMP, T-64 etc). Use the REPEAT function of the arty to keep firing (maybe with a minor adjustment) with 0.1-0.4 (max) delays.
6) As your troops approach, start to move the barrage further up the planned approach corridor. Move scout/strike helos, or BRDM-2 etc into the trashed zone, and you may detect stunned infantry etc. Eliminate as you go along.
7) Follow up behind the rolling barrage (again, adjust from where it fell, never > 0.4 delay as you want instant fires). if your scouts detect a defeded locality (mech inf etc) - concentrate the Red God of War on thier positions. Stunned neutralised capitalist opressors of the working classes are much easier to engage in the ak-47 dialectic after a dose of worker's 122mm on thier skulls
8) Continue to blow your way along this nice tight corridor, and if you have some long range high-experience arty (75+ exp or better (easier achieved in a LC), long range 122mm say) - leave these out of the fire plan from about move 5, so they may take on the enemy artillery if they dare to show thier faces. Your approach corridor should be aimed at 2 of the main objective clusters (if using the regular 7-spot V-hex lumps).
9) As you approach the V-hexes area - you have plotted your gold spots on there of course - and along the corridor too. Now, start preparing the zone to recieve your glorious BMP or BTR troops.
10) Be aware that the cowardly capitalist revisionists may try to engage you with thier air farces. Keep the ZSU-23 up close to your advance (radar FC can engage the planes through the smoke). if capitalist air shows up, ensure that 50% of the ZSU force is stationary at all times, the others bounding past.
11) Once you have taken 2 V-hex clusters, go firm on these with a base of infantry supported by tanks, an start the barrage rolling towards the third cluster. if you bought some heliborne troops, or transport helos - use these desants to take and go firm on this area while the armoured troops advance behind a barrage to the last objective. Helos are best to move security leg forces to gard your flanks, or to hold the objective zone taken, not to try to take them by coup de main.
12) Capitalist running dogs with cheating Thermal Imagers may get some shots off. In that case - determine thier approximate location and drench with arty, while hiding with pride behind blocking terrain. Sneak some helos up on them and shoot up the derriere - even transport MILS with rocket pods can have a good day on a Leo2 or M-1. Provide some ammo trucks for these to land and resupply beside.
13) Some Soviet attack helos may have access to TI sights long before the line tanks get them. VERY VALUABLE units when available - use mainly to locate nasty capitalist troops and then drop a shed-load of arty on any such located (especially TI imager equipped units - these are the key units to neutralise). Reserve any attacking to supressed capitalists (AAMG shut down) and rocket-pod up the behind.. If immobilised in a bad spot (like in the middle of a wood with 1 hex LOS all round), as good as a kill!
14) Once Russian forces get hold of TI - use same plan, but you can respond with fire through smoke when needed.
15) The URAGAN on-map MRL is your best friend as it has bomblet ammo and a relatively short reload time from ammo carriers. Do not waste on speculative fires (thogh you may drop some on the first pre-planned turn and reload as the scouts and troops approach the half-way point). Provide them with resupply ammo carriers or dumps. When you detect a key (TI-equipped) capitalist unit (ATGM or MBT) - even one as there will be others of the platoon nearby - drop the entire shed-load of a battery on the detected unit, then scoot to the resupply point for a top-up of ammo. DONT ever fire from the resupply "hide" location - motor out to a fresh fire point after loading.
16) When fighting an enemy with these TI sights, just remember that it is A-OK to "hide with pride" - let the arty deal with them, or arty (to close AAMG down) + helos.
17) dont forget your mortars - ordinary smoke may not stop the TI-equipped AFV, but especially early-on, Dragons and Milans etc will not have TI sights. Mortar HE is good to add to the artilery barrage as you blast along your covered approach (and I reiterate - the covered line of approach is critical with trees, hills, buildings or whatever providing a hard LOS block to give you flank security from TI imager fires).
A human opponent in PBEM will see right through this of course - and probably drop arty just behind your barrage to get your advancing elements, and he will move his TI-equipped key elements to make a kill sack on you. In this case - try to plan for counter-battery (idle long range arty batteries) and to predict where he will go to greet you, and drop URAGAN fire-blows on these places.
Artillery is your strength as the USSR - use lots of it!
Cheers
Andy