Jump to content

Infantry/AT - Shoot and Scoot order?


Recommended Posts

You are able to issue a shoot and scoot order for tanks, is there an equivalent for Infantry and anti-tank forces? :confused: In short, I would like forces to pop-up shoot (kill or destroy hopefully) the enemy and then get back into cover or move to another location during the sixty seconds of action.

RNL Tiger

Link to comment
Share on other sites

Not explicitly but depending on the situation canny orders, waypointing and cover arc can approximate S & S.

The way to do it is keep your squad still (if they move there's more chance of being spotted), with a cover arc then if you see action coming set a 'move' or 'run' order with multiple pauses so that at the end of the 60 sec move they'll be hossing it out of trouble. If nothing happens reset it again.

Originally posted by RNL Tiger:

You are able to issue a shoot and scoot order for tanks, is there an equivalent for Infantry and anti-tank forces? :confused: In short, I would like forces to pop-up shoot (kill or destroy hopefully) the enemy and then get back into cover or move to another location during the sixty seconds of action.

RNL Tiger

Link to comment
Share on other sites

Originally posted by RNL Tiger:

You are able to issue a shoot and scoot order for tanks, is there an equivalent for Infantry and anti-tank forces? :confused: In short, I would like forces to pop-up shoot (kill or destroy hopefully) the enemy and then get back into cover or move to another location during the sixty seconds of action.

Originally posted by Magyar:

Not explicitly but depending on the situation canny orders, waypointing and cover arc can approximate S & S.

Magyar is right in saying that there is not a specific order for ordering ATG guns and Infantry types to Shoot & Scoot but that there are canny techniques that you can try to develop to mimick such an order.

With guns, because of their full minute or mre set up delays, it is best to just keep them hiden or to have giving them a short covered ark and when the enemy armour gets close enough target them to fire for the next turn. To approximate the Scoot part you just need to give the gun a move / withdrawl order and use the pause option plus feature to delay its manoeuvre from its position until after you expect it to have rotated to target and hopefully fired once. Hard to do, but theoretically possible!

With AT/Infantry types, by which I assume that you are referring to Panzerscheck and Bazooka teams, you can at least give them a movement forwards or into a firing position before you try something similar to what you might try to do with guns. You need to know your timings in order to fully replicate AT/infantry Shoot & Scoot this way, so it is perhaps best to try to manage it with the little rocketeers in situ just as like for the guns above. If you need to move them forwards you'll just have to do that, but I suggest that you try to advance them into terrain with cover such as woods, rough, or purhaps best rubble when wet and into creaters or trenches in the open. If the team is fired upon they may go pinned and the enemy ought to lose their bead line to it as it falls out of enemy sights while it takes cover. (That is if you are lucky and the team doesn't panick or die!)

[ October 17, 2005, 08:47 AM: Message edited by: Zalgiris 1410 ]

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...