Ryan Crierie Posted October 9, 2001 Share Posted October 9, 2001 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 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) [ 10-08-2001: Message edited by: Ryan Crierie ] [ 10-08-2001: Message edited by: Ryan Crierie ] Link to comment Share on other sites More sharing options...
Pzman Posted October 9, 2001 Share Posted October 9, 2001 Um you are talking about the StuH 42...right? As there is no Stu tank in CM... Link to comment Share on other sites More sharing options...
Ryan Crierie Posted October 9, 2001 Author Share Posted October 9, 2001 D'oh! Sorry, not good with funky Kraut acronyms Link to comment Share on other sites More sharing options...
Gen-x87H Posted October 9, 2001 Share Posted October 9, 2001 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 Link to comment Share on other sites More sharing options...
Cribtop Gamer Posted October 9, 2001 Share Posted October 9, 2001 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. Link to comment Share on other sites More sharing options...
Ryan Crierie Posted October 9, 2001 Author Share Posted October 9, 2001 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. Link to comment Share on other sites More sharing options...
Commander Posted October 9, 2001 Share Posted October 9, 2001 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. Link to comment Share on other sites More sharing options...
Thermopylae Posted October 9, 2001 Share Posted October 9, 2001 The StuH has a gottdammerung 105mm gun! of cours eit wqorks versus halftracks and infantry! Link to comment Share on other sites More sharing options...
Ryan Crierie Posted October 10, 2001 Author Share Posted October 10, 2001 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 Link to comment Share on other sites More sharing options...
Michael Emrys Posted October 10, 2001 Share Posted October 10, 2001 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 ] Link to comment Share on other sites More sharing options...
Pascal DI FOLCO Posted October 10, 2001 Share Posted October 10, 2001 <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 ? Link to comment Share on other sites More sharing options...
Thermopylae Posted October 11, 2001 Share Posted October 11, 2001 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... Link to comment Share on other sites More sharing options...
Yowie Posted October 15, 2001 Share Posted October 15, 2001 <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? Link to comment Share on other sites More sharing options...
Recommended Posts