Simpleton Tips #4 and Up

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Goblin
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Simpleton Tips #4 and Up

Post by Goblin »

Tip #4: If your weapon goes 'click click' instead of 'bang bang', you are out of ammunition. You have two options. Receive additional ammunition from a suitable ammunition supply source, or hide and pray.
Capt. Pixel
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Smoke

Post by Capt. Pixel »

Smoke is not useful, if you don't have any.

and you shouldn't smoke anyway - it's harmful to your health (so says the State of California) :: puff puff :: :rolleyes:
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Bernie
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Re: Simpleton Tips #4 and Up

Post by Bernie »

Originally posted by Goblin
Tip #4: If your weapon goes 'click click' instead of 'bang bang', you are out of ammunition. You have two options. Receive additional ammunition from a suitable ammunition supply source, or hide and pray.
However, units without ammunition, or those armed only with knives and rocks, may still successfully assault armored vehicles. Presumably this involves climbing on top of the said vehicle and stuffing your boxers down the barrel. Crude, but it seems to work well, or how else can we explain things like snipers assaulting Tigers?
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Goblin
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Re: Re: Simpleton Tips #4 and Up

Post by Goblin »

Originally posted by Bernie
how else can we explain things like snipers assaulting Tigers?

I thought that the really low chance given to snipers indicated they were knocking on hatches of any tank that got close, waiting for the one tank commander that would open it to see who was there.....

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Re: Re: Re: Simpleton Tips #4 and Up

Post by Bernie »

Originally posted by Goblin



I thought that the really low chance given to snipers indicated they were knocking on hatches of any tank that got close, waiting for the one tank commander that would open it to see who was there.....

Goblin
Think about it... You're a sniper. You're sitting there in your bush, minding your own business, just waiting for a target to come along. Maybe a nice shot at the officers in the enemy HQ, maybe a platoon leader or two, nothing that's really out of the ordinary. Suddenly, a Tiger crashes through the brush and stops so close you have to pull your bootlace out from under the tracks! Now, after your pulse rate drops back from the high triple digit numbers you realize that you really, REALLY don't want to be wearing that particular pair of underwear for much longer. What to do with them? Hmmm... Up on the tank, stuff 'em down the main tube and sit back and wait for them to either fire or open the breech to load the gun. Either way you have one dead Tiger. :)
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Goblin
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Post by Goblin »

Point taken! Excellent descriptive material.:eek:

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Bernie
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Post by Bernie »

Originally posted by Goblin
Point taken! Excellent descriptive material.:eek:

Goblin
Did I ever mention I aced my creative writing classes in college?

Got straight A's when my professors could stop laughing long enough to grade the papers. :)
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Post by Goblin »

Originally posted by Bernie


Did I ever mention I aced my creative writing classes in college?

Got straight A's when my professors could stop laughing long enough to grade the papers. :)
Yeah, filthy underwear talk will get you ahead every time.;) :D

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Post by Goblin »

Simpleton Tip #5...


Minefields when you're on offense; bad. On defense; good.

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Bernie
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Simpleton Tip #6

Post by Bernie »

If you "popped smoke" to stop someone from shooting at you, and they're still doing it, try getting BEHIND the smoke! In real life smoke is not bulletproof, but in SPWAW it is! They can't even "Z" fire at you! However, even bulletproof smoke has its limitations...it is not artilleryproof!
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Goblin
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Post by Goblin »

Hey everybody,

Bernie checked with me before he posted his tip. I put this thread up as a way for us to all have fun w/o arguing over PEN or armor or range, etc. Everyone should please feel free to slap up some Simpleton Tips!:)

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Simpleton Tip #7

Post by philbo »

When in doubt NEVER move that last hex. It will be your last.:D


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Larry Holt
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Re: Re: Simpleton Tips #4 and Up

Post by Larry Holt »

Originally posted by Bernie


However, units without ammunition, or those armed only with knives and rocks, may still successfully assault armored vehicles. Presumably this involves climbing on top of the said vehicle and stuffing your boxers down the barrel. Crude, but it seems to work well, or how else can we explain things like snipers assaulting Tigers?
There is the case in Ethopia where they climbed onto Italian tanks and knocked on the hatches. The crews very nicely opened up to see what was up and had their heads chopped off. How un-nice of the Ethopians to treat visitors in this manner. :eek:
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Simpleton Tip #8

Post by Goblin »

If it is raining, do not leave the hatch on your tank open. This is a good way to drown.

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Re: Simpleton Tip #8

Post by Bernie »

Originally posted by Goblin
If it is raining, do not leave the hatch on your tank open. This is a good way to drown.

Goblin
Note: If you should forget this tip, and find yourself in immenent danger of drowning, proceed to the nearest hill overlooking enemy territory and helpful enemy troops will be happy to assist you in draining the water out by punching holes in your belly armor.
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mogami
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Simpleton tip

Post by mogami »

Hi, When you are deploying prior to fighting a defensive action study the map and look for all those really good hexes. Then when placing your units be sure to NOT place any on those really good hexes. Versus the AI go ahead it does not really matter how you deploy then. But against a human remember the first thing he is going to do on his deployment is check out your side of the map. Then prior to ending his deployment he is going to plot arty fire on all the good defensive hexes. Don't look for elevations with clear long fields of fire for your AT guns. If the pre-plot arty does not suppress the guns as soon as they fire the enemy will begin to scout them out and kill them with cheap mobile MG type weapons (and really plot them for arty fire)
You want to get at least one kill with your AT gun so place it in the second line of your defense. The first line should be composed of cheap units like scouts inf AT teams and MG's placed 2-3 hexes behind a screen of mines (you should always spend 5-10% of your total points on mines when conducting defense. 1-3% on meeting engagements deployed around A0 and rear Victory hexes to discourage infiltrators)
The mission of your first line of defense is to separate the enemy infantry from his AFV's, determine his avenues of approach and his force composition (any actual damage they inflict is a bonus) Place your AT guns along routes the enemy will have to travel to reach his objectives but where line of sight is 5 or less hexes. Remember not to op fire at targets cheaper then the cost of the AT gun but let a covering MG or infantry squad keep these cheap targets from discovering the AT gun. (every AT gun needs a covering force assigned to protect it).
Once the AT gun has a worth while target do not fire it during your turn but only use op fire. Then only fire 1 or 2 times during the enemy turn to avoid giving away it's position.
Op fire is the best way to kill the enemy. Place your units where the enemy cannot see them unless they are 1 hex away.
The Op fire you get as soon as he moves next to you will often destroy or drive him away and then he cannot use another unit to fire at you without first giving you another Op fire.
Depressions and right behind elevations (rather then sitting on top hoping to get a good line of sight/fire) 1 hex back inside trees, rough terrain and rocks are all good places to hide, just make sure it does not stand out (or the arty problem arises)
In short the best defense does not utilize the best looking defensive terrain. Your enemy expects you to be there so avoid placing your units there. You can deploy behind Victory objectives with the bulk of your force planning to recapture any lost ones after the enemy has expended his air and arty assets on empty hexes and after his assault has became confused disorganized fighting through your cheap 1st line and mines. Place these reserve units far enough back to avoid detection but close enough that they can regain the VH's within 5 turns. Then plan your counter attack to begin 6 turns from end of battle. Save some arty/mortar/air ammo to support your counter attack.

So in one sentence this simpleton tip is

Don't set up where the enemy will look for you to be set up.
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Post by Larry Holt »

That is a good tip. It is also standard US doctrine to consider not employing the best terrain for just the same reasons.
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Late Reserve Artillery

Post by Capt. Pixel »

I particularly liked the suggestion of holding a large reserve force in the rear. Then advancing at the 'end game' into an enemy force already disrupted and in disarray from engaging a screening force.

That might require more patience than I can muster. I'd be more likely to use the Reinforcement option to get those units.

It also seems prudent to hold some artillery in reserve. One method for conserving OB artillery, is to shut off a tube or two and save their ammo for this 'end game' tactic.

IMHO, large caliber OBA firing ALL tubes is 'overkill'. After the first tube, the target takes cover, and the artillery rapidly loses it's effectiveness.

So, the 3rd and 4th tubes in a volley are just pounding ground for the most part. Firing all tubes would have advantages in increasing overall suppression in the area, though. :cool:
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Simpleton Tip #9

Post by Goblin »

Four out of five generals recommend minefields and entrenchments on defense. The fifth general was overrun with his entire command.

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Re: Simpleton Tip #9

Post by Bernie »

Originally posted by Goblin
Four out of five generals recommend minefields and entrenchments on defense. The fifth general was overrun with his entire command.

Goblin
Uh... I think that should read, "The fifth general was overrun BY his entire command" ...when the flamethrowers showed up.
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