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June 30th, 2009, 05:14 PM
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Lieutenant Colonel
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Join Date: Feb 2004
Location: Hellas->Macedonia->Thessaloniki->City Center->noisy neighbourhood
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Re: Realism settings
Just one thing, the defender doesn't get to choose the battlefield, that's the advantage of the attacker, unless the defender has strategically retreated there and the attacker has to attack.
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That's it, keep dancing on the minefield!
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June 30th, 2009, 05:34 PM
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Sergeant
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Join Date: Oct 2008
Location: Price
Posts: 276
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Re: Realism settings
Quote:
Originally Posted by Wdll
Just one thing, the defender doesn't get to choose the battlefield, that's the advantage of the attacker, unless the defender has strategically retreated there and the attacker has to attack.
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True. Thanks for pointing that out.
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"Charlie may be dancing the foxtrot, but I'm not going to stand around wearing a dress"
Howard Tayer
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June 30th, 2009, 05:41 PM
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General
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Join Date: Jul 2008
Location: Uk
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Re: Realism settings
I would say most of the time the defender does just that, he picks the hill to defend river to stop you at etc. Only if other factors come into play like stopping you before a population centre is reached will he do otherwise & even then will try to pick the best spots.
Only if an army is near enough overrun does the attacker choose as the defender cannot reposition in time to take advantage of the terrain. He will be lucky to recover from this set back & must sacrifice units to gain time to do so once more.
Sounds rather like WW2 Blitzkrieg gave this advantage, Russia alone held on & reversed it.
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Still Dan I feel retribution coming & expect to be a couple of tanks light when I load the next turn. 
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June 30th, 2009, 06:36 PM
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Private
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Join Date: Apr 2009
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Re: Realism settings
Another point in attacking is to lead with your scouts/infantry. Make the RPG units fire at your infantry first then your vehicles (APC/tank) can fire back. I like to have my infantry out about 100m in front of any vehicles and in most cases the infantry will stumble onto the enemy first. IMHO driving a vehicle into combat without an infantry screen is foolhardy at best in any circumstance but especially in an attack. Take you time and move slowly if possible.
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July 1st, 2009, 11:09 AM
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Sergeant
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Join Date: Oct 2008
Location: Price
Posts: 276
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Re: Realism settings
Quote:
Originally Posted by pjbandit2003
Another point in attacking is to lead with your scouts/infantry. Make the RPG units fire at your infantry first then your vehicles (APC/tank) can fire back. I like to have my infantry out about 100m in front of any vehicles and in most cases the infantry will stumble onto the enemy first. IMHO driving a vehicle into combat without an infantry screen is foolhardy at best in any circumstance but especially in an attack. Take you time and move slowly if possible.
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In my experiecnes, vehicles without infantry support go "BANG!" more than anything else. I just got done with a battle where this was shown very clearly. My opponent had a company or so of T-55s (1973), a platoon of IFVs, a copper and three infantry squads. I had a company of Mech infantry, a two Sheridan airbourn tanks and some LAAD units. I lost one AFV, three or four IFV/APCs and maybe a dozen men or so. But before we stopped playing, I had taken out everything expect one of his tanks. My tanks only killed three, I close assaulted three more and the rest were ATGM teams. The map was varied terrian, with the south being close quarters and the north a lot more open.
When fighting infantry, tanks MUST have infantry to support them. This includes MG and ATGM teams to watch the flanks and counter AT threats. There are times I wonder if AFVs are worth the points, but then I am on the receiving end of 120mm of HEAT and I think, "You know, it might be nice to have a bit more of that." Just remember to balance your force and make sure everyone is watching everybody else's back.
There are some good suggestions on dealing with ATGM/RPG threats. thread (posts 31-37 on page 4) I know there are more, but you would have to search for them.
In my mind, the point of scouting is to hurry up and wait. You have to get into a good position quickly and then stay put so you can see without being seen. Moving units are easier to see in the game, so you need a full turn of staying put before your "not moving." I use the same tactics with my main force. I try to get into a good position and let the enemy blunder into me. Now, my current opponent gave me some of the cons of this kind of strategy (mass losses to artillary being the biggest), so you need to make sure that you don't sit for too long, or get yourself into a position that you can't get out of in a hurry. Flexibility, adaptability and variety are the keys, in my mind, to a successful battle. I'm still working on all of these.
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John, you're short a bundle of APCs and at least 1 AFV so far, but you got one of my bradleys. I'll get the file to you when I can.
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"Charlie may be dancing the foxtrot, but I'm not going to stand around wearing a dress"
Howard Tayer
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July 1st, 2009, 01:54 PM
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General
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Join Date: Jul 2008
Location: Uk
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Re: Realism settings
Quote:
John, you're short a bundle of APCs and at least 1 AFV so far, but you got one of my bradleys. I'll get the file to you when I can.
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Kinda expected that, I would like to say its all part of a cunning plan but think a cardinal sin may have been carried out. Never underestimate your opponent switching to plan Z in an effort to stop you getting promoted to early for exemplery service to your country.
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July 3rd, 2009, 08:59 PM
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Corporal
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Join Date: Jul 2005
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Re: Realism settings
Something very important too as i learned in all those battles : artillery.
When i started to play winSP:MBT, i was not really bothering with artillery, and i learned the hard way that artillery is a -very- important part of the battles :
-deploying walls of smokes to an area before moving your TI capable armor, so those small AT squads will have a lot more problems to deal their often "lucky shots" at +400m.
-splashing on infantry defending a zone, that can suppress them, sometime a lot, allowing your troops to endure less casualties and suppression while your troops are moving to the target location.
-those ambushed armored vehicles and canons that none of your troop seem to be able to come close enough to destroy or have a good LOS on them because of some hidden infantry shooting at them first or the terrain going on the way. Splashing some cluster ammo on zone can turn them into smoking derelicts if they refuse to move (if you know where they are) and the cost on losing expensive armors is terrible for your opponent endgame.
-in the case your troops are target to enemy artillery, for a change use yours as counter battery, either do it manually if you have a good idea of where your opponent guns are hidden, or if your artillery is experienced enough to conduct counter battery on their own, and if your opponent insist in keeping his big guns there, splash your arti on them, suppressing and destruction of opponent artillery can be a turning point of a battle.
Basically to break an enemy that stay on defensive position, you really need artillery to help your assault, if something does not move, it is going to have a hard day when the shells and missiles will rain.
It is very difficult to fight a defensive opponent without artillery, as it will nearly always have the 1st shot, will be able to hide better than your moving troops
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