AT guns in this game should have a life expectancy right up there with gazelles at a lion convention. smoke 'em and shell 'em. i never buy them against a human player because they are fragile, pricey (compare the cost of ATG+truck vs. a similarly armed tank) and relatively immobile. they get off shots for one, maybe two turns and are history. [loading units can't move far especially in cover/rough and loaded ATGs are way vulnerable to arty.] and they can't move AND shoot! since the advent of "move penalty to load" (a good thing btw) their value has declined even more. i believe infantry AT is a much better buy.
other than another (approrpriately armed and armored) AFV the most effective AT unit in the game is, IMHO, infantry. though this is less true against human opponents than the AI. human opponents typically don't run AFVs into dense cover unsupported so they can be close-assaulted.
the best AT guns are those with no HE ammo as they won't pop off (disclosing their presence) at soft targets. the A/C recon types earn their keep by drawing ATG fire (and yeah, they get crushed) before pricier types get dinged.
beating ATGs basically involves terrain appraisal. 1. don't run AFVs where an ATG would have good LOS at "killing range". 2. look for spots in enemy controlled terrain that offer opportunitites for item 1. stay off the ridgelines! if i have an ATG fire at me more than once (from the same position) i am embarrassed.
avoiding
heavy AT is all about proper scouting. scouts do more than find enemy units; they're actually best at finding AT effective-range LOS hexes. i use them in "series" the "1" unit first the "0" second. once the "1" unit gains a good spot it moves on and the "0" unit moves to that hex to observe for indirect fire.
against human opponents move so as to be able to to "see" (LOS) good ATG placement hexes:
1. forward-screened hexes that provide good north/south (flank) shooting
2. hexes that have no LOS to other hexes within small arms range [small arms are ATG killers]
3. hexes that have an ADJACENT concealed hex (good for retreating suppressed crews to or for parking carriers OR for placing ammo trucks, if you use ammo trucks.)
etc.
on many maps there are remarkably few GOOD spots to place heavy ATGs. do the devil's advocate thing, i.e. "where wouldn't i want one to be" and against a human player it's probably there.
against the AI shell the whole area suspected of ATGs because where there is one there will be another (or two).
MGs were formerly more effective in area fire ("z" key) against potential ATG positions but they're still not bad.
when you're in ATG country use "locked" smoke from IDF weapons. [plot the smoke and turn the weapons slot off, "blue"]. the smoke stays plotted, won't fire and is available with minimal delay. don't fire the smoke until you have scouted LOS's first to determine likely/acutal ATG positions.
against a human player once you have a good idea about where the ATG is, pile in the HE and keep it coming. ATGs are very high value targets (and fragile) so they can provide pretty generous "kill points". they can't move easily. if they're capable of unassisted movement any such movement makes them more vulnerable and if loaded on a carrier even MORE vulnerable. against the AI it doesn't matter because the AI doesn't move arty much other than retreating and will never LOAD arty onto a carrier.
when buying arty/indirect don't "overbuy the map". get your money's worth. part of unit cost is range. why buy an on-map gun with a range of 120+ hexes if playing on (e.g.) a 50hx70w map?
to me, the scariest AT pieces (against a human) are [early war] the GB 2 pounder and [mid war] the GB 6 pounder. the GE 88 is vastly overrated (game-wise), not to mention over-priced. it's almost too expensive to expose to fire of any sort. human players spend more time hiding them than shooting them! (I know I did.)
the worst situation is probably heavily wooded terrain. elevation is tough to recognize visually and running the cursor over the map and reading hex heights is tedious. either be thorough or resign yourself to some losses or scout like crazy.
a little trick you can try against a human opponent if you HAVE ATGs. when the opponent fires smoke to screen your ATGs off, let it work. if he has scoped out where you are the HE is coming and you can't do much about that. if he put the smoke in the wrong place, hold fire for a turn or two. he'll pile the HE in on the wrong hex and feel safe in leaving his armor exposed where it is. maybe he'll even move more into the same area.
oh happy day.
caution, this usually works only once...don't push it.
give this stuff a shot and i think you'll be fine.
best,
vic
sample cost data:
GE 5cm PaK = 38, truck = 12, total = 50
vs.
GE Pz IIIj = 61, plus better mobility (tracked), move & shoot, armor, MGs etc.
my estimate of a reasonable (what i'd be willing to pay) cost for the ATG+truck
combination is 15-20, more if you feel the truck has additional value as ancillary transport (i.e. other units).
GE 88mm FlaK 18 (HE/AP 50/20) = 68
Ammo truck (unlimited ammo) = 25
GE 88mm FlaK 36 (HE/AP 20/50) = 109
same weapon (#59) so who buys the 36? one would be lucky to get off 12 shots from either and IF one could move successfully a quick stop to "reload" solves the ammo difference.