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Old May 19th, 2011, 01:19 PM

Lankinen Lankinen is offline
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Default Re: WinSPMBT "house rules"

V hexes on bridges, isn't this quite a problematic when you destroy the bridge with artillery ?

I think most of atgm units are vulnerable to field gun fire, they have 4 pen and often only MBT's have top armor over 4.
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Old May 19th, 2011, 04:13 PM
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Default Re: WinSPMBT "house rules"

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Originally Posted by Lankinen View Post
V hexes on bridges, isn't this quite a problematic when you destroy the bridge with artillery ?

I think most of atgm units are vulnerable to field gun fire, they have 4 pen and often only MBT's have top armor over 4.
Bridges are usually hot-spots in any full-scale war, so it can be good to have v-hexes in bridges, and the hexes around them, if someone blows the bridge, both sides lose it and the v-hex in there,(sure it can be held before, and then would be stuck) but most points you get are from killing anyway...
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Old May 19th, 2011, 08:02 PM
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Default Re: WinSPMBT "house rules"

Quote:
Originally Posted by Lankinen View Post
V hexes on bridges, isn't this quite a problematic when you destroy the bridge with artillery ?

I think most of atgm units are vulnerable to field gun fire, they have 4 pen and often only MBT's have top armor over 4.
1)Bridges are choke points and should be given consideration when placing VH's.

2)Depending on the range of atgm's they dont have to move much and they are 0 size,better they find a good FoV and stay put and wait for hapless armour to come in range,then the fun starts
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Old May 20th, 2011, 01:01 PM
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Default Re: WinSPMBT "house rules"

As said tend to place v hexes by roads not on them that includes bridges but you want to try taking bridges down with arty makes me happy. Whats your success rate I am all for it once in a while you may get lucky but normally using heavy stuff that hurts on hexes where my units arent so Im happy.

Not going to get into CM arty debate been done to death try doing searches you will see I am all for it. Talking about using CM vs foot ATGM not vehicle eliminate fast. Thats the difference with a modern battle things die much quicker & can move much faster as a whole its not a safe place to be. Once I am ready to launch an attack I want to kill & move on as fast as possible decisive strike not a firefight. Keep the initiative & you have won 95% of the time but ATGMs can act as spoilers & slow things down so crucial to take out fast.
Only if your tanks are heavily outclassed is CM handy vs other tanks otherwise strip the tanks support away with it & they are dead. A few mortar rounds to suppress the tank a bit is all you need on the arty front vs them.
That said the worry of having CM around means sometimes you dont use stuff as effectively as could without it as wont risk groups so the threat of CM makes killing them easier.
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