Quote:
Originally Posted by Imp
Ohh how well does that work for you, more often than not my plan goes out of the window by about turn 5
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I sometimes have to throw my plan out, more typically it has to adjusted
against a competent and aggressive human opponent. I think a good plan should be simple with built-in flexibility.
I do think sound tactics are more important than good strategy, but you can't dismiss strategy in this game. A good strategic game can beat an opponent who employs better tactics. I know this is true because I learned this game playing a Dutch guy who was a better tactician than me, but I could sometimes beat him through creative strategy.
Do you spread out your platoons along the front line, or mass some to punch through at a strategic point?
Do you play a mostly defensive game with 'U' shaped tank traps, or go on the offensive, if so where?
What are the objectives for each company, and for each platoon?
Do you try to capture a particular village or hill, if so when?
Where's the best place to defend?
Do you feign weakness somewhere, to try to draw the enemy into a trap?
How large is your reserve and where and when is it employed?
Where can smoke be used to assist an attack, or to help a bluff?
Force choices:
Mobile or static?
Armour to infantry ratio?
Type of weapons (longer range HMGs and Hvy ATk guns for high vis conditions, shorter range weapons for low vis)
How much artillery and AA, and where is it employed?
I think larger maps make stategy even more important.
Cross