newlife Posted August 30, 2012 Share Posted August 30, 2012 So in a current HtH game I have going I had my 57mm ATG gun teams jump in a half track during setup to grab a bazooka. Anybody do this on a regular basis? I assume it's a tad gamey but they were lying around without a standard infantry squad to pick them up so I might as well use them on the defense mission. I'm surrounded so I figure everything goes. The FO also picked one up to increase his productivity after the arty runs dry. I think I'm outing myself as a gamey b*****d. 0 Quote Link to comment Share on other sites More sharing options...
Baneman Posted August 30, 2012 Share Posted August 30, 2012 ... I think I'm outing myself as a gamey b*****d. Given what I've seen some people post here, I'd say you may be able to see "gamey" without a telescope, but you're not really close 0 Quote Link to comment Share on other sites More sharing options...
gunnersman Posted August 30, 2012 Share Posted August 30, 2012 Gamey is sending your jeep drivers out ahead as scouts....not the whole jeep...just the driver. Or using game limitations to your advantage. Or using your flame throwers to light whole fields on fire so your opponent cant come from that direction (CMBO tactic there). Basically anything that is not considered doctrine is gamey. :-) Of course there is a sliding scale of gaminess. Some of it I look at as "Improvise. Adapt. Overcome". But I think you can over do it. 0 Quote Link to comment Share on other sites More sharing options...
womble Posted August 30, 2012 Share Posted August 30, 2012 So in a current HtH game I have going I had my 57mm ATG gun teams jump in a half track during setup to grab a bazooka. Anybody do this on a regular basis? I assume it's a tad gamey but they were lying around without a standard infantry squad to pick them up so I might as well use them on the defense mission. I'm surrounded so I figure everything goes. The FO also picked one up to increase his productivity after the arty runs dry. I think I'm outing myself as a gamey b*****d. Nah, that's not gamey. You'd be better off getting extra choobs in the rifle platoons. No reason a squad can't have 2... Give 'em to XOs, "HQ support teams". Save 'em for empty mortar crews. Even the ATG Ammo bearers would be better; they can provide flank cover against opportunist armour that way. If an ATG crew is within zook range of an armour target, they should be firing their gun, and I suspect that the antitank specialist will both be doing the firing, and the one the AI prefers to give the zook to when they acquire it. 0 Quote Link to comment Share on other sites More sharing options...
newlife Posted August 30, 2012 Author Share Posted August 30, 2012 SPOILERS!!!!! Aventi Scenario I'm defending on the Aventi scenario and they set you up in the middle with all the specialists and the squads are all on the outer perimeter and can't be moved during setup. The inner deployment zone can be moved and has 4 half-tracks with zooks. I figured on a first turn bombardment and didn't want the zooks brewing up with the half-tracks if I couldn't get them out on time and there was a lucky hit. So I gave em too the ATG teams, the FO, and an HQ unit. Perhaps they should have all gone to the HQ units. The sighting range is relatively short in the valley so it should be interesting to see what happens with the ATG teams when I get my first sighting. The FO is on tiny cover arc on the lower floor of a building. I figure I'll get the barrage off once I know where to target and then head em outside to fight with the rest. I'm only a few turns in so not much has happened, but its totally reminding me of the last battle in the movie platoon. I just wished I had a full company and the CO had access to a CAS mission. I would probably need mutliple missions to get the boom from the movie. Either that or pretend naval guns were an air mission. 0 Quote Link to comment Share on other sites More sharing options...
womble Posted August 30, 2012 Share Posted August 30, 2012 SPOILERS!!!!! Aventi Scenario I'm defending on the Aventi scenario and they set you up in the middle with all the specialists and the squads are all on the outer perimeter and can't be moved during setup. The inner deployment zone can be moved and has 4 half-tracks with zooks. I figured on a first turn bombardment and didn't want the zooks brewing up with the half-tracks if I couldn't get them out on time and there was a lucky hit. So I gave em too the ATG teams, the FO, and an HQ unit. Perhaps they should have all gone to the HQ units. The sighting range is relatively short in the valley so it should be interesting to see what happens with the ATG teams when I get my first sighting. I'd be very interested to see whether the ATG "Antitank" guy shows up as the one with the zook, as I surmise. Others show it slung across their back when they're using other weapons, so you should be able to see where it ended up, even if they've got their personal weapons in their hands. 0 Quote Link to comment Share on other sites More sharing options...
newlife Posted September 4, 2012 Author Share Posted September 4, 2012 No armor contact yet. I don't know for sure thatI'll get any so I may need to test specifically now that I'm curious about it. The zooks both went to the 3 squad member of the team. The gunner has the big gun, the loader has his shell, and the third guy has the zook. I'll report back when things open up. 0 Quote Link to comment Share on other sites More sharing options...
newlife Posted September 4, 2012 Author Share Posted September 4, 2012 Oh, and the Observer took the zook in the FO team. 0 Quote Link to comment Share on other sites More sharing options...
eltorrente Posted September 4, 2012 Share Posted September 4, 2012 There's a reason that there is acquirable ammo in trucks and halftracks, afterall. If you want a squad to have extra ammo, or you think this squad or that squad should have an extra bazooka or faust or whatever - then give them one. It's not unrealistic or gamey. 0 Quote Link to comment Share on other sites More sharing options...
Andrew H. Posted September 4, 2012 Share Posted September 4, 2012 It seems giving the bazooka to the AT gunners is the worst thing you can do with it. the problem is that the AT gunner is better off using the actual AT gun than the bazooka. But if the AT guns is knocked out - by mortars or direct fire or whatever - it seems likely that the guy with the bazooka will also be killed, or at least broken. So you'll almost never get to use the bazooka - either because the ATG is better, or because you're dead. 0 Quote Link to comment Share on other sites More sharing options...
newlife Posted September 4, 2012 Author Share Posted September 4, 2012 Normally I agree with the zook not being with ATG team at long ranges. This particular map is a tiny valley where I'm expecting both to engage at the same time. I was limited with options regarding who to give things to and the deployment zone is small enough that I'm not going to get two positions with really wide angles on the same target. I only had only a few foxholes and the deployment zone was obvious enough to warrant a turn 1 bombardment. My opponent choose not to, but I needed folks in foxholes or buildings. 0 Quote Link to comment Share on other sites More sharing options...
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