TACTICS FOR SUCCESS GENERALLY (Tactical Briefing Thread)
Posted: Thu Aug 28, 2008 10:32 am
TACTICS FOR SUCCESS GENERALLY
[I will amend this as needed.]
==========
How to achieve victory [German player] in PzC:K...
Lucky dice rolls.
AND...
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on attack
PGn/Inf locate enemy ATG and vehicles. They help clear (and spot art) --so tanks can get to flanks of vehicles (without ATG taking toll). Conversly tanks fight for PGn against Inf and IGn (and tanks).
suppressive grp and flanking grp. Move to better shot and decoying at same time (so as to make enemy shoot in two directions). (*_Inside pltn and between pltns. Ie tactic is staircase-- from squad to armee korp._ Grps take turns perfoming this.)
*Smoke segments battlefield: protects your blind spot flanks as you assault.
Area Fire suppresses and destroys (HE vs armour too close range; far range- in dirt to distract)
**Concentrated fire (pick target)
**cross fire on flanks (*_Inside pltn and between pltns. Ie tactic is staircase-- from squad to armee korp._
*Covered firing line (eg woodline, behind buildings); edge forward [def /engag /adv]; fire; then withdraw; avoid two yellow bands (check for actual enemy LOS on you if yellow-banned).
*decoys and feints (to draw fire and expose enemy heads). Rush; engag move.
APHE against ATG
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Inf
*Cl Aslt with smoke on target position ('cl aslt' setting is simply another 'def- cloak' setting. one should actually engage tnk once in range.)
Better in foxholes than houses unless enemy art attack.
mounted on tnk is vulnerable; in HalfTrk is better
*Mtr areafire vs Inf which is unseen-to-mtr is good!
=========
--AGAIN--
Concentrated crossfire; suppressive and flanking deployment [sqd to btn]; def/eng -move or adv (from woodline), Fire, then withdraw; Rush decoy (Exploits); HE distracts.
====
German more accurate at range (not penetrative though; but distractive)
German Oblique frontal angle
KVs lack iniative[sp] and are vulnerable to Inf (this models a lumbering beast bringing up rear)
======
Flag exploit: capture then abandon till your points go over. ...You screw with me I screw with you. (only works if you are ahead
move exploit: Sqd pops off vehicle, then pop to others across locale.
Rush in rear exploit (like a feint and fire draw)
---
F5 removes message box.
Targeting Shrt/ct - set leader to def; then to engage target; target your choice (all will target spot) (good for mtr areafire)
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=========
Comments? Amendments?
------
Spellir
[I will amend this as needed.]
==========
How to achieve victory [German player] in PzC:K...
Lucky dice rolls.
AND...
-------
on attack
PGn/Inf locate enemy ATG and vehicles. They help clear (and spot art) --so tanks can get to flanks of vehicles (without ATG taking toll). Conversly tanks fight for PGn against Inf and IGn (and tanks).
suppressive grp and flanking grp. Move to better shot and decoying at same time (so as to make enemy shoot in two directions). (*_Inside pltn and between pltns. Ie tactic is staircase-- from squad to armee korp._ Grps take turns perfoming this.)
*Smoke segments battlefield: protects your blind spot flanks as you assault.
Area Fire suppresses and destroys (HE vs armour too close range; far range- in dirt to distract)
**Concentrated fire (pick target)
**cross fire on flanks (*_Inside pltn and between pltns. Ie tactic is staircase-- from squad to armee korp._
*Covered firing line (eg woodline, behind buildings); edge forward [def /engag /adv]; fire; then withdraw; avoid two yellow bands (check for actual enemy LOS on you if yellow-banned).
*decoys and feints (to draw fire and expose enemy heads). Rush; engag move.
APHE against ATG
-----
Inf
*Cl Aslt with smoke on target position ('cl aslt' setting is simply another 'def- cloak' setting. one should actually engage tnk once in range.)
Better in foxholes than houses unless enemy art attack.
mounted on tnk is vulnerable; in HalfTrk is better
*Mtr areafire vs Inf which is unseen-to-mtr is good!
=========
--AGAIN--
Concentrated crossfire; suppressive and flanking deployment [sqd to btn]; def/eng -move or adv (from woodline), Fire, then withdraw; Rush decoy (Exploits); HE distracts.
====
German more accurate at range (not penetrative though; but distractive)
German Oblique frontal angle
KVs lack iniative[sp] and are vulnerable to Inf (this models a lumbering beast bringing up rear)
======
Flag exploit: capture then abandon till your points go over. ...You screw with me I screw with you. (only works if you are ahead
move exploit: Sqd pops off vehicle, then pop to others across locale.
Rush in rear exploit (like a feint and fire draw)
---
F5 removes message box.
Targeting Shrt/ct - set leader to def; then to engage target; target your choice (all will target spot) (good for mtr areafire)
=========
=========
Comments? Amendments?
------
Spellir