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Tank Trouble


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To say which tanks are good and bad isn't at all easy. As a very rough rule, the ones that cost more in Quick Battles tend to be better overall. But it's a question of speed, gun size, armor thicknesses and angles, how fast the turret can turn to track targets (Sherman turrets traverse faster than most German tanks's turrets, for instance), etc. You can view all that on the detailed info screens of each tank (select unit and hit "Enter").

Some useful ideas to try:

* don't move tanks into unscouted areas, especially near forest edges or buildings, without infantry nearby or leading slightly. Otherwise, it's easy to stumble into traps like zooks, schrecks, AT guns set up for ambushes, etc.

* attempt to use terrain to get into hull-down positions (just the turret peeping up over a hillcrest)

* use the pause and hunt command (see the manual) to creep around buildings and peek over hills

* use this in conjunction with the reverse command, to move back and forth up and down a hill, just barely and briefly exposing your turret ("tophat and lowsky")

* tanks are mobile, so take advantage of that--fire, move, fire, move--it's tempting but unwise to just leave them sitting like gun emplacements

* use tanks in groups; that means more combined firepower and more targets for the enemy to track at once

* use stealth to ambush or surprise enemy armor in a way that lets you get the first shot, particularly at their flanks or rear. Don't just roll your tanks out in the open unnecessarily.

* don't play "ping pong" (engage in long-range static battles, where two tanks keep firing at each other with rounds just ricocheting away). If you don't get a hit quickly or the computer says you don't have a decent chance of one, move to another position. Be flexible.

Hope some of these ideas help!

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Hope you got your things together,

Hope you are quite prepared to die. --CCR

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One thing i like to do is keep the tanks away from sight until their tanks appear. Once they are spotted you can move to attack them instead of just waiting to be attacked. In particular if the enemy tanks get distracted by infantry you can quite easily use 'hunt' to come into sight of them and will almost always get one or two shots off before the enemy tank even realises you're their, (they're busy blowing up the squishies).

One or two shots is often all you need and once they're blown up you can retreat back into cover or push on.

PeterNZ

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"I know the human being and fish can coexist peacefully." George W Bush -Saginaw, Mich.,

Sept. 29, 2000

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[*] Mass your tanks and only commit them when the enemy weakpoint has been discovered.

The things mentioned above are all good, incorporate them to the above.

[This message has been edited by Pillar (edited 11-15-2000).]

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Another decent point, if you can spare them is use those halftracks you moved your supporting infantry in with to distract or shield your tank as it rounds a corner or sets up. You'll probably lose the halftrack, but if the halftrack has already disgorged its infantry, you're only left with a machine gun on wheels (with one hell of a frontal profile). A little cold hearted, but hey - this is war!

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Saving a tank by sacrificing an HT is certainly a great trade, but don't discount HT's. That mobile heavy machine gun can be very useful against infantry if deployed well (between cover on the sides and out of zook or schreck range).

------------------

Hope you got your things together,

Hope you are quite prepared to die. --CCR

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Definitely don't squander your HT's. Massed HT's can do a REAL number on any soft target. Since they move very fast, have nearly unlimited ammo, and can fire on the move, they provide one of the most productive assets you have on the battlefield.

I have eliminated 'shrecks, squads, mortars, and command units by the droves by concentrating HT's on them. Using their superior speed can also cut off paths of retreat.

The American ones are FAR superior to the German ones. A 50 and a 30 on the A1 makes it a horrific killing machine when used in mass. 3+ A1's can ruin any soft target's day. I have even taken out an 88 with 4 well deployed HT's.

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HT's are like armored and vastly faster HMG squads, possessing the very pleasant bonus ability of transporting troops smile.gif

Wirbelwinds (or Wirbelwinde, more pedantically smile.gif), Ostwinds, armored cars, and such are equally wonderful when deployed wisely against infantry. On numerous occasions, I've stopped mass infantry rushes dead in their tracks with mobile flak guns.

------------------

Hope you got your things together,

Hope you are quite prepared to die. --CCR

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