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question on using AT teams to hit and run


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There are a few ways to do this. Shipmonkey's method is one of them but your team must get it's shot off before the end of the 1st turn because the next turn your squad will Withdraw without pausing for command penalties.

Other situations might warrant this method:

Sneak him up to the edge of the woods and hide. On the next turn's orders, unhide hime and order him to run back to the rear. The command delay will give him enough time to squeeze off 1 or 2 shots. He wont be revealed until he shoots that 1st shot, so it should work like you want it to.

Possibly another method would be for your AT team to WALK towards the edge of the woods and then they will fire as soon as they have a good shot on the target. Then, on the next turn, use the Withdraw command.

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From the edge of being able to "see" past the trees I use something like SNEAK 2 meter space forward, MOVE 1 METER space, then SNEAK back 5 meters, CRAWL forward toward the treeline 2 meters, another 1 meter MOVE and so on.

It would be nice to have a shoot and scoot command to trigger after an ambush, without it and the way things are now in CM the AT team usually gets pasted immediatly after they miss the first shot.

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