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105mm StuH42 tactics :D


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I like to buy 4 of the 105mm howitzer

armed StuH42s and use them as half-tracks

for a mechanized reserve.

The StuH42s are capable of resisting medium caliber rounds, and blowing away houses and

infantry, and tanks at close range.

It is VERY expensive to do this though,

but the effect of 4 StuH42s cresting a hill

and firing near simultaneously on an

enemy position is VERY effective :D

They also resist .50 cal rounds much better,

allowing you to speed your mech infantry

closer to the battle much quicker.

In my most notable game, I really owned

the computer player, who was playing

as the French, with M-5 Stuarts...

Also, plan infantry tactics around houses.

Best form of protection, period, unless

the house is torched or hit with

multiple rounds from 75mm and up.

(memories of only 3 squads of SS Pz Grenadiers

holding off waves of french troops with

StuH42 support) :D

[ 10-08-2001: Message edited by: Ryan Crierie ]

[ 10-08-2001: Message edited by: Ryan Crierie ]

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You bring up something I have been toying with. Mechanised battles. For the last month I have been testing various ways to move men around in HTs or on tanks. Surprisingly Ihave found the Allies fair much better than the Germans in this regard.

Allied infantry tanks are turreted and are damned fast. The HTs are killer on enemy infantry.

But I found it to be rather difficult to really this tactic to its fullest. Maybe it is because the maps are not large enough. But most of the time by the time I get the guys over there, manuever through the enemy and let the guys off they could have walked there.

Gen

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I find that it is best to transport your slow supporting assets, like HMGs and mortars, in this manner.

Until the distance traveled gets rather large, you're right, you could have walked there with regular infantry.

I guess you need to move farther than the unit could walking in 2-3 turns to make it worth it (since for all practical purposes it takes 2 full turns to load/unload).

This "break even" distance is very small for "slow" and "medium" class walkers, but rather longer for "fast" walkers, especially when you factor in the higher risk of casualties inherent in being mounted.

However, by walking leg infantry in front of the mounted support elements, you provide security for the mounted guys while keeping the vital support elements with the main advance.

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Some valid points there, and I need

to playtest my new doctrine of

2x to 4x Puma Armored Cars

4x Panzer IVs or Panthers

4x StuH42s

1x SS Pz Gren Platoon

1x Sharpshooter

1x Kubelwagen

So far, i've been slaughtering all

who come up against me. I will

try my doctrine on a flat mostly

treeless plain (think Russian

Steppe), to see if the StuH42s

work versus Halftrack and versus

walking infantry.

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I agree, the distances are too short to justify loading/unloading and moving all those halftracks. I usually reserve some fast .50 scouts/halftracks capable of carrying a FO, Bazooka, or mortar team in order to move those assets where needed - quickly. Once I have a forward objective captured then I will drive a FO up in preparation for shelling the next objective.

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I've designed a nice firing

range for CM equipment, with over

1,600 meters range between both sides

on a flat level field, with

marks every 100 meters, to

test out my theories of

mechanization...

I'll clean it up some more, and

design a mobility course to

help you put various tanks

and equipment thru the paces...

So you know how long it takes a

tank to go 100m in rough, etc etc

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If you start your infantry out already mounted up in halftracks they can start rolling much sooner. But even if they aren't mounted but only nearby, it shouldn't take a whole turn before they can get rolling.

Sometimes I like to keep a platoon or two mounted in halftracks and out of sight until I know where I want to commit a shock reserve.

Michael

[ 10-10-2001: Message edited by: Michael emrys ]

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<BLOCKQUOTE>quote:</font><HR>Originally posted by Ryan Crierie:

Some valid points there, and I need

to playtest my new doctrine of

2x to 4x Puma Armored Cars

4x Panzer IVs or Panthers

4x StuH42s

1x SS Pz Gren Platoon

1x Sharpshooter

1x Kubelwagen

....<HR></BLOCKQUOTE>

Hmmm, invented the KampfGruppe, so ? :D:D

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That Kfg is a bit infantry short...(not to mention ahistorical), so any fighting in deep woods (60m+ Thickness), Towns, Non-linear Villages (i.e more than just a few straight rows of easily kncoked down buildings), or any place with good reverse slopes. And god forbid the platoon HQ gets waxxed.

The lack of any arty support means a few AT guns could really chew up the Pumas and StuHs.

Of course, it is hard to argue with 4 panthers...

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<BLOCKQUOTE>quote:</font><HR>Originally posted by Ryan Crierie:

Some valid points there, and I need

to playtest my new doctrine of

2x to 4x Puma Armored Cars

4x Panzer IVs or Panthers

4x StuH42s

1x SS Pz Gren Platoon

1x Sharpshooter

1x Kubelwagen

So far, i've been slaughtering all

who come up against me. I will

try my doctrine on a flat mostly

treeless plain (think Russian

Steppe), to see if the StuH42s

work versus Halftrack and versus

walking infantry.<HR></BLOCKQUOTE>

Hmm... The combination looks nice, but you rarely get this many tanks in a battle without more infantry support?

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