Commander Posted September 21, 2001 Share Posted September 21, 2001 Even though I am still new at this game, I would be interested in reading about unusual tactics that worked (or didn't) during battles. I am new enough that this information may already be out there but I have not seen it. Link to comment Share on other sites More sharing options...
GenSplatton Posted September 22, 2001 Share Posted September 22, 2001 DON'T HIDE ARMOR. That's the one piece of advice I can give any player. Man, did I learn it the hard way. 5 pieces of armor lost on turn one. Still managed a draw, but wasn't happy about it. Link to comment Share on other sites More sharing options...
Herr Kruger Posted September 22, 2001 Share Posted September 22, 2001 Heh, I read about that one on your site General Splatton! Link to comment Share on other sites More sharing options...
Silvio Manuel Posted September 22, 2001 Share Posted September 22, 2001 One time my opponent had a StuG behind a small hill, only 1 meter out of LOS from my Sherman directly in front of it, about 200m away. I did "area fire" as close to the front of the Stug as possible, thinking I could either get a gun/track damage from the HE blast effect, or maybe spook it into moving in my LOS. Instead, my Sherman fired 2 round over the StuG, but then the StuG then hunted forward, right after my Sherman fired an HE shell. i thought he'd be toast. but my Sherman was already "zeroed in" on the spot the Stug moved directly forward on, and my Sherman reloaded and fired right away, KO'ing it. not a situation that comes up much, and i only won that matchup b/c my opponent broke a cardinal tank rule- don't fire from the same spot twice. Link to comment Share on other sites More sharing options...
SurlyBen Posted September 22, 2001 Share Posted September 22, 2001 Vehicles with thin armor can be taken out by nearby HE explosions. I just finished a game where I took out a halftrack that was just out of sight by ordering two StuHs to area fire near it. It's a good way to take out hetzers too. Simply hit shift-V to turn off the vehicles, and area fire on the spot where the hetzer is. For it to have a reasonable chance of success you will probably need multiple guns, and the blast rating has to be pretty decent (75mm HE and up) but your chance of a kill is better than bouncing shots off the front of the armor. 105mm howitzers work wonders. Link to comment Share on other sites More sharing options...
Gen-x87H Posted September 22, 2001 Share Posted September 22, 2001 Working on an interesting strategy as we speak. All I can say at this point is the Allies seem to fair much much better than the Germans doing this. Hopefully I will be able to try it out this weekend in a TCP\IP game. Gen Link to comment Share on other sites More sharing options...
russellmz Posted September 22, 2001 Share Posted September 22, 2001 in deep or normal mud or damp conditions: drive inreverse to prevent bogging(gamey AND bug exploit!) Link to comment Share on other sites More sharing options...
Vanir Ausf B Posted September 22, 2001 Share Posted September 22, 2001 <BLOCKQUOTE>quote:</font><HR>Originally posted by russellmz: in deep or normal mud or damp conditions: drive inreverse to prevent bogging(gamey AND bug exploit!)<HR></BLOCKQUOTE> This bug was fixed in the 1.1 patch. Link to comment Share on other sites More sharing options...
PiggDogg Posted September 22, 2001 Share Posted September 22, 2001 If your men (inf or vehicles) are in woods or in the open and you are about ready to get hit by 105 mm or larger arty, get out of the way. Well placed 105 mm to 120 mm will inflicted large casualties on your men. Larger than 120 mm arty will destroy your men. :cool: No cheers yet because of last week, Richard Link to comment Share on other sites More sharing options...
Commander Posted September 22, 2001 Author Share Posted September 22, 2001 I am playing my first PBEM game with Herr Kruger (Chance Encounter) and I learned the hard way to not send a lone Sherman up the hill. He had ten shreks in the forest on the hill and wasted my tank (and I used a lot of smoke too). I had left a poor bazooka man on the tank and he bought it too. I need a way to take that hill but Herr Kruger is really good at hiding his men. Link to comment Share on other sites More sharing options...
Juju Posted September 22, 2001 Share Posted September 22, 2001 If you want to keep your infantry from firing at anything other than an enemy soldier stepping on their toes. put ambush markers as close to your troops as possible (succes depends a little on unit experience). A good way to keep infantry from firing at all (again, depending on experience) is to put their ambush markers behind them. Note that this can lead to disastrous results in some cases, especially the ones where it turns out you'd rather have them fire after all. Another thing, don't forget to cancel targeting ambush markers when you relocate troops, as -upon arriving in their new location- they will rotate to their ambush marker and hold fire, regardless of any new situation that develop (yet again somewhat depending on experience). Link to comment Share on other sites More sharing options...
Shadow 1st Hussars Posted September 22, 2001 Share Posted September 22, 2001 I put all my SMG squads at the front, and all the infantry at the back so I get maximum firepower. Link to comment Share on other sites More sharing options...
Vanir Ausf B Posted September 23, 2001 Share Posted September 23, 2001 <BLOCKQUOTE>quote:</font><HR>Originally posted by Juju: Another thing, don't forget to cancel targeting ambush markers when you relocate troops, as -upon arriving in their new location- they will rotate to their ambush marker and hold fire, regardless of any new situation that develop (yet again somewhat depending on experience).<HR></BLOCKQUOTE> Also, there is a rare bug in CM where units that have ust had their ambush marker target canceled will continue to act as if they were still in ambush, i.e. they will not fire on enemy troops running around in front of them. I have only had this happen to me once, but have heard others have the same expirience. Now, I always give my units an area fire order and then cancel it, instead of just hitting the "x" key, to make sure they are out of their trance. [ 09-22-2001: Message edited by: Vanir Ausf B ] Link to comment Share on other sites More sharing options...
Wilhammer Posted September 24, 2001 Share Posted September 24, 2001 How to keep tank turrets pointed in a different direction of hull movement: Plot area fire into a spot that will soon be out of LOS; as your tanks move, they will still target the spot even if they cannot see it. In Meyers 2, I have a mess of Pz IVs moving across the front with guns pointing towards the expected enemy spots. It looks like a procesion of warships with guns pointed at the expected enemy battleline to come. I am in effect, about to cross the "tee" with concentrated firepower on expected enemy positions with broadsides ready. Of course, you can also do this by targeting a known enemy unit out of LOS, but the Area Fire method seems more "sticky". Ditto on the area fire thing against nearby units. I have taken out guns, HTs, etc using that method. It is a form, unintended, of indirect fire. Link to comment Share on other sites More sharing options...
Ex Bellator Posted September 27, 2001 Share Posted September 27, 2001 Mail your TCP opponent a six-pack the day before and agree that every fifth turn you must open a new can. Then secretly drink coffee instead and laugh as his units move randomly around the map by turn 25, easy prey for your keen mind and co-ordinated mouse fingers. If you would like to try this out then please send the beer over for this Saturday, I'm sure you'll win but what the hell. Link to comment Share on other sites More sharing options...
Thermopylae Posted September 27, 2001 Share Posted September 27, 2001 Use those extra zooks as long range grenade launchers! Those little poofs o explosiveness can cause the supresison and/or causalties to win a firefight... Link to comment Share on other sites More sharing options...
Splash Posted October 5, 2001 Share Posted October 5, 2001 I've been doing a little play with flamethrowers. I've found them expensive and slow and not easy to deploy. Something I've discovered and am trying to play with is creating defensive fires. This is buggy ganeplay (because in real life a fire burns itself out). F'r instance when on defense of a town I flamed various houses as the battle started to disuade a avenue of attack. The FT was on a 20 sec move time so I'd plot his stroll (they do stroll don't they!) and target the building. He lights up by the 14 sec mark (lights everytime) and strolls out with no worry. Lit 7 buildings (heavy ones) would've cost a fortune in shells.' For a fire bug like myself it was beautiful (atho' the sound of the flames in my ears got a bit tiring). But I think it has hugh potential. Haven't tried this but I was thinking to buy a Wasp (what's the german version?) for defense and proceed to torch any copse of woods I don't like. I really like this idea. Whadda ya think? Link to comment Share on other sites More sharing options...
Commander Posted October 5, 2001 Author Share Posted October 5, 2001 If your defending then this would definately be a way to force the attacker to use a different avenue of advance. One disadvantage is all that fire and smoke would further limit your potential LOS. Link to comment Share on other sites More sharing options...
xerxes Posted October 5, 2001 Share Posted October 5, 2001 Germans don't have a wasp equivalent. Defensive flaming of locations that the attacker would like to use is a valid tactic. The only problem occurs when VLs are flamed. For example taking a wasp and flaming a circle entirely around a VL would create a VERY unfun game. -marc Link to comment Share on other sites More sharing options...
tabpub Posted October 6, 2001 Share Posted October 6, 2001 <BLOCKQUOTE>quote:</font><HR>Originally posted by xerxes: Germans don't have a wasp equivalent. -marc<HR></BLOCKQUOTE> What about Flammpanzer III or Flamhetzer? Or is the price too high for these? Link to comment Share on other sites More sharing options...
Warmaker Posted October 6, 2001 Share Posted October 6, 2001 <BLOCKQUOTE>quote:</font><HR>Originally posted by tabpub: What about Flammpanzer III or Flamhetzer? Or is the price too high for these?<HR></BLOCKQUOTE> The Germans also have a 251 HT with a 2 flamethrowers. Link to comment Share on other sites More sharing options...
PiggDogg Posted October 6, 2001 Share Posted October 6, 2001 Earlier today, the best description of flamethrower teams & their use was given to me by a friend (Big Dog, Doug Kewley). He quite correctly stated that "flamethrower teams are only useful against enemies that are about ready to die anyway." You know what, he is absolutely correct. However, he did not add the following to make it more fully correct: "all the other nearby enemies must also be ready to die, otherwise they will wack the flamethrower team." So, ... the general usefulness of FT teams is slight. Cheers, Richard Link to comment Share on other sites More sharing options...
Redwolf Posted October 6, 2001 Share Posted October 6, 2001 The point about the Wasp is that it is very fast, it is very hard to nail it with a Panzerschreck. The German stuff is slower. Don't be mislead by the max speed display, that applies to streets. In terrain the carrier brothers are very agile. Also it has 75m reach instead of 50m for the Axis vehicles. If opponents agree, the Canadian Badger could be used instead of the Wasp to even things a little, but it isn't available in all months. Link to comment Share on other sites More sharing options...
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