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  #1  
Old May 27th, 2010, 05:08 AM
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a_ver_est a_ver_est is offline
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Default Re: New long campaign player needs tips.

You might find this document useful to check how Germans deployed his antitank units.
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Old May 28th, 2010, 01:30 AM

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Default Re: New long campaign player needs tips.

second try at the opening order of battle.

hq
kfz15 truck to carry HQ

3 x 5 units panzer III B/D (s)

2 x 3 units of sdkfz 222 armored cars

1 x truck mounted panzer grenadier company (I can't believe I didnt notice you get MORE men on these!) mounted on the 'horch' trucks, they'll carry everyone and are faster then an opel

1 x standard infantry company. These will either do leg work or ride the tanks in if they need a little help getting to the fight.

1 x K18 10cm artillery battery (off map)

1 battery x three 10cm heavy mortars

4 x 251 tracks to carry the mortars (I figure the extra one will help the A/C's play gaurd for the artillery if needed)

2 x munitions LKW to keep mortars resupplied

2 x 3.7cm pak 35/36 AT Gun groups with 251 tracks

1 x sniper (I liked how he could ghost up to the british lines when I bought for a desert map, revealing british positions without being seen)

1 x forward observer in a PzBef spotter tank

2 x Flk36/Zugkrwgn (sp 37mm AA)

at this point I had 129 points left...

I went with a pair of 15cm infantry guns with their own horch trucks. Finally a MG group with the double MG08/18 like you recommended. Looks like that extra track found a use.

This leaves three points left over... *shrug* I'll go with it and see what happens.

my first two tries ended in a draw and my commander dying in an opening artillery bommbardment. I swear, the AI loves to artillery 'random' high value targets.
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Old May 28th, 2010, 09:19 AM
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Default Re: New long campaign player needs tips.

If you have halftracks why put the arty in them a couple of trucks left round the back just in case maybe but the trucks that moved your infantry up can go back & get them they are not front line vehicles.

MMGs I would go with more like Andy said depends on the map but they are your direct fire support. A double or 3 singles per company & often some can go to a position close to ATGs so can share transport.

FO risky move buying as a vehicle foot & a utility vehicle is safer, drive up & unload in cover.

HQ own transport ??? why if he needs it borrow a ride but only ever if you think its 99.9% safe sods law says it will get hit.

Add 2 SP Mrts per infantry Co as Andy suggested

If it was me would have bought a tank Co for command & control & deleted some, you have a lot of AT capability going against Polish hordes.
I would add jpz1 for France but for now possibly more infantry or add a platoon of Pioneers so they gain experience for quicker mine clearing might be the best option.
Depends on game size you want either way need to buy infantry with support points.

Points does not matter set larger than you need & buy what you want the AI will match it.
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Old May 28th, 2010, 11:49 AM

Greyfell Greyfell is offline
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Default Re: New long campaign player needs tips.

check the initial post better Imp. You'll see the reason all my core artillery have their own transport: I get counterbatteried a LOT.

The Pak guns have a unit that comes 3 x guns and 3 x 251 'tracks. *shrug* it's how I bought them. I actually have more trouble with the polish tanks in large numbers then I do their infantry. The 7TP in particular is a menace as the AI loves to bring 20+ and my infantry basically can't hurt them in '39.
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