A few good tactical tips! Pay attention!

John Tiller's Campaign Series exemplifies tactical war-gaming at its finest by bringing you the entire collection of TalonSoft's award-winning campaign series. Containing TalonSoft's West Front, East Front, and Rising Sun platoon-level combat series, as well as all of the official add-ons and expansion packs, the Matrix Edition allows players to dictate the events of World War II from the tumultuous beginning to its climatic conclusion. We are working together with original programmer John Tiller to bring you this updated edition.

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Javi1
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A few good tactical tips! Pay attention!

Post by Javi1 »

When playing one of the campaign series games, if I have self propelled artillery (such as German PzA II and III howitzers, the American M7 HMC and the Japanese Type 1 HO-Ni)....I use them for direct fire on soft targets rather than their intended role of indirect artillery fire. They can easily rip infantry to shreds, and guarantee direct kills on enemy artillery, HQ, AT guns and trucks.

If concentrating on one main flank during an attack, I like to send a few scattered units on the other fronts to spot for my artillery and give me a good picture of what there is and where it is.

This is common sense, I like to send scout cars, troop carriers that can fire, mobile AA, self propelled artillery, etc. (or if none are available, tanks), to the enemy rear to destroy on spot..first artillery and AT guns, AA and offcourse valuable HQs and trucks. This has another benefit as well.....many times it will cause the enemy artillery to waste rounds trying in vain to hit those mobile vehicles and as a result those are less shells falling on your main attacking group.

"Pregnant" , that is loaded transports, ESPECIALLY those who carry artillery are always priority targets....better to take on an 88mm gun in one quick shot in its transport than to have it unloaded and cause you some damage before you can get it!! The same goes for infantry, one shot kills the truck and the troop, while unloaded infantry can take a while to destroy. Save yourself some trouble!

This is risky, but at times while on the defence, I have "sacrificed" a few units (usually "worthless" ones like the Russian ATR platoons) and even trucks as a sort of trip wire to alert me of areas where the enemy might be sneaking up on me. Also, I can use some of those units for observation...especially as the soviets dont have good reconnaisance units.

Share your tips as well!!
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countblue
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RE: A few good tactical tips! Pay attention!

Post by countblue »

Using PzA II and III in direct fire role can become dangerous when heavy enemy calibers are in range. One hit of T-34 or the famouse russian 7.65 cm antitankguns may wipe that PzA II/III easily since they dont posses any real defence values.
Your tip is okay but has to be executed with great care on the battlefield.
To me my PzA II/III are worth a lot.[X(]
I prefer to use less valuable units like mobile AA Units (2 cm) and SdKfz 222 or other recce units for the task of wiping enemy HQ and artillery.
Specially those AA units seem to do a good job on it. Again only as long as there is no russian armor (AKA T-34 or heavier) involved.

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Geomitrak
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RE: A few good tactical tips! Pay attention!

Post by Geomitrak »

My one tip, or 'reminder' maybe, is learn to use smoke. In Hajo Baltjes vast 'Market Garden' scenario, XXX Corps has to make a number of forced river crossings against emplacements and minefields. Bearing in mind that 'smoked 'hexes can be seen into, but not through, I laid a continuous screen of smoke shells at least one hex out from the mined hexes I needed to clear, then sent engineers in. As long as the smokescreen is maintained turn after turn, they can get on with the job unhindered. [:)]
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Javi1
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RE: A few good tactical tips! Pay attention!

Post by Javi1 »

ORIGINAL: countblue

Using PzA II and III in direct fire role can become dangerous when heavy enemy calibers are in range. One hit of T-34 or the famouse russian 7.65 cm antitankguns may wipe that PzA II/III easily since they dont posses any real defence values.
Your tip is okay but has to be executed with great care on the battlefield.
To me my PzA II/III are worth a lot.[X(]
I prefer to use less valuable units like mobile AA Units (2 cm) and SdKfz 222 or other recce units for the task of wiping enemy HQ and artillery.
Specially those AA units seem to do a good job on it. Again only as long as there is no russian armor (AKA T-34 or heavier) involved.


Your concern is justified, therefore that is why it is imperative that you eliminate such direct threats first. Have your tanks eliminate enemy tanks and if possible some AT guns first, then when your self propelled artillery is in no danger (except for point blank action, but just dont let them get that close to you), unleash hell on the enemy.


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Javi1
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RE: A few good tactical tips! Pay attention!

Post by Javi1 »

ORIGINAL: Geomitrak

My one tip, or 'reminder' maybe, is learn to use smoke. In Hajo Baltjes vast 'Market Garden' scenario, XXX Corps has to make a number of forced river crossings against emplacements and minefields. Bearing in mind that 'smoked 'hexes can be seen into, but not through, I laid a continuous screen of smoke shells at least one hex out from the mined hexes I needed to clear, then sent engineers in. As long as the smokescreen is maintained turn after turn, they can get on with the job unhindered. [:)]

Curiously enough, in all my years of playing East and West front and now this game, I have pretty much ignored smoke and never really used it alot. One time where I did use smoke to good avail was playing as the Soviets. As we all know the T-34/85 needs a closer killing range to get the Panthers and Tigers, so i would shoot smoke and block a hex where some german tanks were concentrated, and send my tanks at about 1 hex away protected by the smoke cover. Meanwhile I would use some infantry to waste their opportunity fire, and when the smoke clears I would fire in masse to the enemy. If I was able to get all disrupted and had other units nearby with full points to move...I would assault and destroy. Beware though.....if you are not lucky enough to destroy or even disrupt them and if you have run out of smoke....either get your tanks to safety or risk having blown away to smithereens from some angre panzers!!
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auHobbes37
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Speaking Of smoke

Post by auHobbes37 »

I have the old EF Gold from TS (I plan on getting Matrix version once 1.03 is out)--- but I have never been able to have my engineers lay smoke ---- is there something I'm missing.

Smoke is invaluable, especially on river crossing or amphibious assaults.
1925frank
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RE: Speaking Of smoke

Post by 1925frank »

Engineers can fire smoke only in the hex they occupy.  You turn the option from movement to fire, you press alt (or shift, I forget), you target the hex the engineers are occupying, and you fire.  Smoke will appear.
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RE: Speaking Of smoke

Post by Jason Petho »

ORIGINAL: 1925frank

Engineers can fire smoke only in the hex they occupy.  You turn the option from movement to fire, you press alt (or shift, I forget), you target the hex the engineers are occupying, and you fire.  Smoke will appear.

And smoke has to be available to use.

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auHobbes37
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RE: Speaking Of smoke

Post by auHobbes37 »

Ah. i was always trying to "smoke" the hex next tom.

Thanks! So now I can have the Engineers move into the mine or block hex and lay smoke on top of themselves. Thanks Frank and Jason!.
ORIGINAL: Jason Petho

ORIGINAL: 1925frank

Engineers can fire smoke only in the hex they occupy. You turn the option from movement to fire, you press alt (or shift, I forget), you target the hex the engineers are occupying, and you fire. Smoke will appear.

And smoke has to be available to use.

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dgk196
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RE: Speaking Of smoke

Post by dgk196 »

Hit 'em where they ain't!

Dennis   [;)]
1925frank
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RE: Speaking Of smoke

Post by 1925frank »

If you're out of smoke and you try to have your engineers fire smoke in the hex they occupy, my best guess is the game will tell you that you can't fire on friendly units, so you wouldn't risk firing on yourself and wouldn't risk losing AP.
Mraah
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RE: A few good tactical tips! Pay attention!

Post by Mraah »


Hi everyone!

First, I would like to thank Javi1 for starting this thread !!!

At the moment, I don't have any specific tactics to share, however, once v1.03 is released I plan on starting a new thread detailing a Light Armored Division for use in a West Front DCG. This would include the anatomy (OOB) broken down, support force percentages, tactics, etc.

Here's a glimpse into what I'll be discussing :

A Light Armrored Division is broken down into Combat Commands ... CC/A,CC/B,CC/R.
Each CC contains these battalions ;
- Tank Battalion
- Armored Infantry Battalion
- Armored Field Artillery Battalion

The CC is then subdivided into at least two Task Forces ;
- Tank Heavy
- Infantry Heavy

If you play like me, starting out as a Battalion Commander, you would chose a Tank Battalion.
When you play a Tank Battalion, you are actually playing with a total force (core+supporting) consisting of a Task Force. I've been able to adjust the supporting forces to reflect this and I've had excellent results. For example, usually a Task Force had an attached platoon of tank destroyers (M10/M18). After making some OOB adjustment's in the DCG I was able to "bring out" the TD's for support.

Anyway, I hope that after v1.03 is released that other players could start their own thread's and discuss their favorite division and share their work so that others can experience the best Dynamic Campaign Game this community will ever see !!!

Below is a link describing the famous battle of Singling ... It's about two task forces (Task Force Abrams/ Task Force Oden). Very good reading.

http://www.history.army.mil/books/wwii/ ... ngling.htm

Thanks for listening,
Rob

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Javi1
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RE: A few good tactical tips! Pay attention!

Post by Javi1 »

ORIGINAL: Mraah


Hi everyone!

First, I would like to thank Javi1 for starting this thread !!!

At the moment, I don't have any specific tactics to share, however, once v1.03 is released I plan on starting a new thread detailing a Light Armored Division for use in a West Front DCG. This would include the anatomy (OOB) broken down, support force percentages, tactics, etc.

Here's a glimpse into what I'll be discussing :

A Light Armrored Division is broken down into Combat Commands ... CC/A,CC/B,CC/R.
Each CC contains these battalions ;
- Tank Battalion
- Armored Infantry Battalion
- Armored Field Artillery Battalion

The CC is then subdivided into at least two Task Forces ;
- Tank Heavy
- Infantry Heavy

If you play like me, starting out as a Battalion Commander, you would chose a Tank Battalion.
When you play a Tank Battalion, you are actually playing with a total force (core+supporting) consisting of a Task Force. I've been able to adjust the supporting forces to reflect this and I've had excellent results. For example, usually a Task Force had an attached platoon of tank destroyers (M10/M18). After making some OOB adjustment's in the DCG I was able to "bring out" the TD's for support.

Anyway, I hope that after v1.03 is released that other players could start their own thread's and discuss their favorite division and share their work so that others can experience the best Dynamic Campaign Game this community will ever see !!!

Below is a link describing the famous battle of Singling ... It's about two task forces (Task Force Abrams/ Task Force Oden). Very good reading.

http://www.history.army.mil/books/wwii/ ... ngling.htm

Thanks for listening,
Rob


I look forward to that report Mraah. It's been a while since I've played as the Americans on West Front, but when I did I really admired the way they had excellent support units and "all around capability" just as the Germans. What I mean by this is that besides relying on good tanks (which by the way the basic Sherman is not)...they have "good infantry" including various machinegun units of all calibers, mechanized transport for them also capable of firing, adequate artillery...including self propelled units, various AA pieces and decent anti tank guns....though not as good as German, Russian or British AT pieces. I remember being happy when provided with some M10 but forgot at which stage of the campaign I would receive some. Also I remember being equipped with a Sherman with a 76mm gun, a good weapon...but unfortunately would be only at 1 strength thus unable to do much. Why it would be given to me at such weak strength I dont know. I do believe I got the "Jumbo" Sherman once too.
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Geomitrak
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RE: A few good tactical tips! Pay attention!

Post by Geomitrak »

I don't really find the engineer's ability to smoke their own hexes that useful, other than to reduce the effect of incoming fire, or protect the units behind them. Smoke really comes into its own when it is fired into a hex between your unit and the enemy, and so blocking the Line Of Sight. For that, of course, you need smoke-capable mortars and artillery, and enough of it to ensure that even if some become unsupplied, there are still enough remaining to maintain the smoke screen for as long as you need it. For opposed river crossings and minefield clearing, its almost essential. [;)]
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Mraah
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RE: A few good tactical tips! Pay attention!

Post by Mraah »

ORIGINAL: Javi1
This is risky, but at times while on the defence, I have "sacrificed" a few units (usually "worthless" ones like the Russian ATR platoons) and even trucks as a sort of trip wire to alert me of areas where the enemy might be sneaking up on me. Also, I can use some of those units for observation...especially as the soviets dont have good reconnaisance units.

Javi1,

Haha!! We think alike. On the defense, I use trucks and such on the flanks to provide that early warning. Also, I use these worthless units to block potential lanes of advance through wooded areas with a road. They make good road blocks and early warning devices towards a threat trying to make there way down that only road thru the woods or a main road through a city, etc.

On the subject of using your artillery for direct fire ... don't forget, when they are out of supply they can't fire. On the other hand, units like the Sherman 105 can be used continuously, albeit with reduced strength in the case of supply. The Sep 1943 TOE replaced the M8 GMC with the Sherman 105, however, the OOB for WF didn't have them appear until 9/44. I made this change myself. The M8 GMC's were predominant within the Cavalry Squadron. I don't know what the German or Russian equivilant would be, I suppose the StuH 105 or the Brumbar.

Reverse Slope Tactics - You've heard this before. By placing units on the reverse side of a slope and engaging units at close range when they appear at the top of the hill. This tactic can also be used for any type of blocking terrain. By placing your weak units behind terrain and waiting for the enemy to get within effective range works well.

Defensive Smoke - (see screenshot) When on the defense, I use smoke to mask my withdrawal to another ambush location. As an example, during a DCG, my tank battalion had to defend against a German Armored Breakthrough and from previous losses I was down to only a handfull of tanks, mostly just one company of tanks at full strength!! When I deployed, I took into account the number of smoke available and setup my platoons to locations providing a good ambush whilst able to move freely to another location when necessary. The screen shot isn't the actual battle but just an example of how it appeared. Needless to say, I was able to stop the breakthrough by using smoke to hop between cover and provide a 'mobile defense'.

Also, I believe Tsu Sun (<- spelled right?) said it best ... If you try to defend everything you end up defending nothing at all.

Rob


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auHobbes37
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RE: A few good tactical tips! Pay attention!

Post by auHobbes37 »

ORIGINAL: Geomitrak

I don't really find the engineer's ability to smoke their own hexes that useful, other than to reduce the effect of incoming fire, or protect the units behind them. Smoke really comes into its own when it is fired into a hex between your unit and the enemy, and so blocking the Line Of Sight. For that, of course, you need smoke-capable mortars and artillery, and enough of it to ensure that even if some become unsupplied, there are still enough remaining to maintain the smoke screen for as long as you need it. For opposed river crossings and minefield clearing, its almost essential. [;)]
I've often moved engineers into a minefield or block and then either had the unit disrupted or forced to retreat, so the engineer smoking its own hex in that case could be very useful. Also when engineer is hitting the beach.
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Geomitrak
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RE: A few good tactical tips! Pay attention!

Post by Geomitrak »

ORIGINAL: auHobbes37

ORIGINAL: Geomitrak

I don't really find the engineer's ability to smoke their own hexes that useful, other than to reduce the effect of incoming fire, or protect the units behind them. Smoke really comes into its own when it is fired into a hex between your unit and the enemy, and so blocking the Line Of Sight. For that, of course, you need smoke-capable mortars and artillery, and enough of it to ensure that even if some become unsupplied, there are still enough remaining to maintain the smoke screen for as long as you need it. For opposed river crossings and minefield clearing, its almost essential. [;)]
I've often moved engineers into a minefield or block and then either had the unit disrupted or forced to retreat, so the engineer smoking its own hex in that case could be very useful. Also when engineer is hitting the beach.

Certainly they can use the ability to reduce the effects of fire into their own hex, and it might mean the difference between clinging on and clearing the mines, or getting thrown back with it all to do again.

Of course a lot depends on how many rounds of smoke the scenario allows, but in something like the Market Garden scenario, there is more than adequate. The engineers should be protected by smoke in the intervening hexes, and smoke should be the priority for the local artillery untill the mines are cleared, or the bridges / walls blown.

Blimey, don't you just love these games ? [:D]
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Javi1
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RE: A few good tactical tips! Pay attention!

Post by Javi1 »

ORIGINAL: Mraah
ORIGINAL: Javi1
This is risky, but at times while on the defence, I have "sacrificed" a few units (usually "worthless" ones like the Russian ATR platoons) and even trucks as a sort of trip wire to alert me of areas where the enemy might be sneaking up on me. Also, I can use some of those units for observation...especially as the soviets dont have good reconnaisance units.

Javi1,

Haha!! We think alike. On the defense, I use trucks and such on the flanks to provide that early warning. Also, I use these worthless units to block potential lanes of advance through wooded areas with a road. They make good road blocks and early warning devices towards a threat trying to make there way down that only road thru the woods or a main road through a city, etc.

On the subject of using your artillery for direct fire ... don't forget, when they are out of supply they can't fire. On the other hand, units like the Sherman 105 can be used continuously, albeit with reduced strength in the case of supply. The Sep 1943 TOE replaced the M8 GMC with the Sherman 105, however, the OOB for WF didn't have them appear until 9/44. I made this change myself. The M8 GMC's were predominant within the Cavalry Squadron. I don't know what the German or Russian equivilant would be, I suppose the StuH 105 or the Brumbar.

Reverse Slope Tactics - You've heard this before. By placing units on the reverse side of a slope and engaging units at close range when they appear at the top of the hill. This tactic can also be used for any type of blocking terrain. By placing your weak units behind terrain and waiting for the enemy to get within effective range works well.

Defensive Smoke - (see screenshot) When on the defense, I use smoke to mask my withdrawal to another ambush location. As an example, during a DCG, my tank battalion had to defend against a German Armored Breakthrough and from previous losses I was down to only a handfull of tanks, mostly just one company of tanks at full strength!! When I deployed, I took into account the number of smoke available and setup my platoons to locations providing a good ambush whilst able to move freely to another location when necessary. The screen shot isn't the actual battle but just an example of how it appeared. Needless to say, I was able to stop the breakthrough by using smoke to hop between cover and provide a 'mobile defense'.

Also, I believe Tsu Sun (<- spelled right?) said it best ... If you try to defend everything you end up defending nothing at all.

Rob


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lol i forgot to mention wagons...but you want to know perhaps the most worthless transport of them all? The Soviet tractor that pulls artillery. On good terrain you are lucky if you can atleast go three hexes with one of those.

I like to use reverse slope tactics when I need to get point blank shots on the enemy (usually as soviet tanks vs german tanks....or as german infantry with AT capabilities to ambush soviet tanks). The result can be horrendous on the attacker....they frustrate me when I'm attacking and stumble into those things because of fog of war.

Your use of smoke looks brilliant from that snapshot. That's a good creative defense. Judging from the icons on the map you posted, it appears as if you have atleast 2 tank destroyers and the Germans are coming at you with Stugs. I wouldnt worry too much about the stugs, while their 75mm gun is dangerous....their armor is penetrable by shermans at decent ranges.
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