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  #1  
Old August 14th, 2005, 03:56 PM
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Default Re: Question about game\'s mechanics

In desert you may use "shadow" area to approach the enemy (stay near the slope of hills following the contuor of them) with the tanks that will do the kill, while other tanks from distance draw fire.If you can,start pounding the enemy area with artillery for two or three turns. This will add suppression to the enemy. When the "shadowed" forces are in position, draw fire with the far away tanks and then "stumble upon" the suppressed,out of ammo enemy with the "shadowed" tanks that will fire at closer range without taking shots from the enemy.
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Old August 14th, 2005, 04:51 PM
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Default Re: Question about game\'s mechanics

Let me see if I got this right:

The tactic is called "stumbled upon attack", and basically it means facing and fighting the enemy from distance with some units or task force while another TF aproaches the same enemy behind a hill or whatever cover available. The point is to suppress and exhaust the enemy from distnace as much as posible so the covered and fresh force sudenly appears and finish the job at close range..is that right?

sIf that's so, it seems pretty good to me except for the fact that the aproaching force will lose the targeting bonus because of the movement, right?...but I can think of some interesting variations.....let me try it and we'll see

Does it have something to do with the reverse slope defence or they are different things?
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Old August 14th, 2005, 06:19 PM

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Default reverse slope defence

reverse slope defence is part of the FJ_MD explanation. It's basically an ambush - you put your force behind the line of the hills (on the reverse slope of the hill), invisible to enemy. As the enemy appear in your units line of site, it is attacked. There several components in the effect:
1. The enemy is moving, you are not.
2. The enemy units apper from behind the slope one by one, and all your units shoot at the single enemy unit.
3. If the enemy have longer range weapon(or better long-range penetration) it negate its advantage. It especially good for infantry attacking tank with short-range weapon (not with ATGM)

Instead of the line of the hill you can use edge of the forest or edge of the smoke.
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Old August 14th, 2005, 11:44 PM
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Default Re: reverse slope defence

Just two things:

1.- Why not ATAGM geared infantry?

2.- How do I know which are the better lon-range penetration weapons?

Thanks in advance
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Old August 15th, 2005, 04:26 AM

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Default Re: reverse slope defence

Quote:
RVPERTVS said:
Just two things:

1.- Why not ATAGM geared infantry?

2.- How do I know which are the better lon-range penetration weapons?

Thanks in advance
ATGM is a long range weapon. Some ATGM have minimum range 2-8. ATGM infantry have size 0 and practically invisible.
It more effective on the top of the hill, or other place with maximum visibility area.

You can check range and penetration data in the unit information screen. rigght clic on the unit and press I (for enemy) or button information (? dont remember) on the first unit data screen. Penetartion and range data are like 3:0 150:100 , sabot penetration:High explosive penetration,
sabot range:high explosive range(minimum range if it is ATGM)
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Old August 15th, 2005, 06:47 PM
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Default Re: reverse slope defence

Thank you guys very much, I appreciate a lot¡
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Old August 22nd, 2005, 04:42 PM

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Default Re: reverse slope defence

Have you checked out the different warhead types? HEAT type warheads are excellent for longer ranges because their penetration value drops much less (if any at all...) at increased ranges, unlike AP and SABOT rounds.

Combine 'HEAT' type warheads (tank rounds or ATGM's) with a unit with high hit probablity (high FC and Range finder scores for example) to get more kills at long range.

The learning curve is a long one for this game btw. I'm still learning new things myself.
Find what works for you. One advice you'll often hear for example is to take out enemy artillery. Not from me though. "Don't bother" is my take on it, it's usually not worth the effort. The best way to deal with artillery (in the game) is to use mobility. Don't be where the rounds land. Your opponent (AI or PBEM) will be wasting combat power (and purchase points) and you won't have to invest any in 'anti-artillery' units giving you more points for other uses (more tanks maybe?).
And it's a lot of fun to see the enemies arty land where you're not turn after turn!

Narwan
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