StellarRat Posted July 25, 2011 Share Posted July 25, 2011 You can never go wrong by buying a battery of 155's and good FO. They respond fairly quickly and are big enough to handle any target. 0 Quote Link to comment Share on other sites More sharing options...
womble Posted July 25, 2011 Share Posted July 25, 2011 Depending on how long the battle is, it may be worth getting a halftrack per platoon, just for the ammo resupply. If you're using a Mech battalion, you may find the mortar section tracks have enough, if you have them on map. 0 Quote Link to comment Share on other sites More sharing options...
Agua Posted July 26, 2011 Share Posted July 26, 2011 Perhaps the rule should be if one player does pick the map, the other player gets to load up on cheap rockets or artillery. I think that could be very good. At least in this case. Just !@#$ & giggles, I loaded up the map, found attack with 10% force enhancement to the attacker came out right under 2100 points with standard rarity. Bought a company of dismounted vet inf, about 4 m8 hmc, a FO, and 3 xylophone batteries. Preplanned all arty area plot centered on the objective zone so that it stretched to the woods behind and part of the field fronting the prison area. I apparently forgot to order pre-planned for 1 of the xylophone batteries, but it didn't matter. Sent an m8 to cruise around and survey the damage then hit cease fire. BRUTAL! 70 % of whatever was left was broken. 0 Quote Link to comment Share on other sites More sharing options...
Lt Belenko Posted July 26, 2011 Share Posted July 26, 2011 Gotta knock down those towers - 105s should do it. He'll have spotters and/or snipers in them. 0 Quote Link to comment Share on other sites More sharing options...
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