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Coordinated Assaults


Daroc

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Is there a way for units in command contact to do similtainous assaults.

 

I just did a assualt from two directions and the first units were rebuffed and the second assualted the friendlies.

 

This like the coyote ended badly for the lead assault unit which was wiped out (they were russian regs).

 

If I was not playing WEGO I would have missed this.

Edited by Daroc
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Depends on the units, and what mode you're playing in.

Depends what you mean by "assault".

Infantry small arms bullets will not cause friendly casualties. They will cause suppression though. That suppression, even if it's severe, is very quick to clear, though.

Infantry HE (grenades, rifle grenades) will not cause friendly casualties to the element that threw/fired them, in general, but they will cause casualties to other friendly elements.

Weapons .50cal and above, and all the support HE, will cause friendly casualties as well as suppression. Make sure you have those stop firing on the objective before you get anywhere near it.

Most of the time you don't need to actually move your attacking units onto the location you want to clear. You will usually, especially if you've got two axes of attack, clear the position of enemy troops by fire and grenades, so you can avoid putting either assaulting element in danger. With two axes of attack, you can probably keep the two elements far enough from the objective to keep them out of risk of friendly suppression, even.

If you have two elements, only one of them needs to get close. The other only needs to get into effective range and then provide suppressing fire on the objective. Moving elements tend not to fire as much. If you simply have to close assault onto the objective, it's wise to have the fire support element cease firing before the assaulting element gets into the danger zone from its fire. If the fire support element is a tank, you can switch from HE to machine guns (Target Light) as the assaulting element gets closer, and cut that off at the moment you actually commit to entering the objective. In WeGo, for "perfect" timing, you can do this in order phases; just restrain the Assaulting element from getting too close ("too close" being dependent on what your firesupport is chucking) in the current minute. But you can use the Pause and Target Briefly options to make a "good enough" hold-fire schedule, especially if all your elements are infantry, because being a second or ten out in when you stop the support fires isn't going to make a material difference to the result.

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Remember the game is not a puzzle. Their is no "right answer" and in many cases no distinctly right way to play. All you can do is try to create favorable circumstances for your units and hope for the best. The war was hell for a reason and often the best circumstances still resulted in lots of men dying on both sides. 

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