What's your WAW weakness?
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- AbsntMndedProf
- Posts: 1475
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That can be a real problem. I've found that so far, a Blitzkrieg tactic has to be applied: Use your armour to poke a hole in the enemy.* This hole can be destroyed units or just suppressed units. Poke a couple holes (or a hole and a potential one), and focus your infantry on one.Originally posted by AbsntMndedProf
I'm still shaky on how to properly utilize infantry units. Either I rush them up too fast, and they get shot to pieces, or I let them lag behind the AFVs, and the AFVs get shot to pieces.
*=This can also be done with smoke from arty or other units (or via arty suppression). Actually, in the small Anna's War, I used my most useless infantry units to cross a bridge and punch this hole. As SOON as they were shot upon, they popped smoke, and if in good enough condition moved forward again to pop smoke.
Alas, sometimes good men have to die lest even more pay that price.
I also get upset when I run out of coffee. (Does that count?):D
/B]
YES!!


- AbsntMndedProf
- Posts: 1475
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I take unnecessary risks. "Well, I´m sure they can´t hit my firefly if I move it just a lit-BOOM. Daaamn. Uh, when was the last time I saved? During the deployment? Great, forget it. I´ll just go play solitaire or minesweeper."
That, plus I use the infantries of every nation like the red army used it´s.
That, plus I use the infantries of every nation like the red army used it´s.
"Man shouldn't have to live on carbohydrates alone, complex or otherwise." -Spike.
"Reserves? Naw, just park everything up at the Main Line of Resistance/Start Line, y'know, just as close to No Man's Land as possible. Yeah, heavy on the tanks. Elevation, m'boy, elevation... hilltop JagdPanthers can reach *waaaaay* out. Cool, lotsa big guns to hash the enemy tracks, a few grunts to discourage infiltrators, and some artillery to strip infantry."
1) "Uh-oh. Raining? Night? And I'm defending against a Red Army assault? Oh $#!+, this is gonna hurt..."
2) "Air attack? Rockets and napalm? Ow, ow, ow, my butt hurts..."
(Actually pulled a Marginal out of that first one; if I'd not bought up some more Tigers as reinforcements, I'd've been catfood. The second one was *ugly*. I tend to leave ammo: unlimited when I'm just screwing around. If I recall aright, I had a Crash To Desktop before the third turn, so I didn't get to watch my entire force barbeque and/or run for the border.)
1) "Uh-oh. Raining? Night? And I'm defending against a Red Army assault? Oh $#!+, this is gonna hurt..."
2) "Air attack? Rockets and napalm? Ow, ow, ow, my butt hurts..."
(Actually pulled a Marginal out of that first one; if I'd not bought up some more Tigers as reinforcements, I'd've been catfood. The second one was *ugly*. I tend to leave ammo: unlimited when I'm just screwing around. If I recall aright, I had a Crash To Desktop before the third turn, so I didn't get to watch my entire force barbeque and/or run for the border.)
SP:WAW (http://www.matrixgames.com/Games/WorldAtWar/index.asp)
SP:MBT/SP:WW2 (http://linetap.com/www/drg/SPCamo.htm)
Combat Mission HQ (http://www.combatmission.com/)
G-o-D's Close Combat Links (http://home.wanadoo.nl/cclinks/)
SP:MBT/SP:WW2 (http://linetap.com/www/drg/SPCamo.htm)
Combat Mission HQ (http://www.combatmission.com/)
G-o-D's Close Combat Links (http://home.wanadoo.nl/cclinks/)
Since this thread started I've been watching my play a bit more to notice those bad habits...
I don't back away when the odds are buiilding against me. I have the "Klingon last man" syndrom -- defeat is honorable, retreat is not. I am working on that one to find an effective way of pulling out without losing more than I can afford.
I rush in where angels won't even look. Costs me a few units up front and then I dig in.... see above.
I don't back away when the odds are buiilding against me. I have the "Klingon last man" syndrom -- defeat is honorable, retreat is not. I am working on that one to find an effective way of pulling out without losing more than I can afford.
I rush in where angels won't even look. Costs me a few units up front and then I dig in.... see above.
Challenge
War is unhealthy for die-stamped cardboard and other paper products.

War is unhealthy for die-stamped cardboard and other paper products.

- maniacalmonkey
- Posts: 110
- Joined: Fri Jul 05, 2002 1:12 pm
- Location: The Netherlands
I sometimes get over-prepared, buying units for every contingency imaginable and then find myself slightly under-equipped for every one. Also, I tend to spend too much time on my infantry, setting up beautiful by-the-book positions and careful assaults. When I'm done with three or four rifle companies I just want to get to the next turn and casually move around my armour in simple wedge formations... :rolleyes:
When cities burn and armies turn,
and flee in disarray,
Cowards will cry 'tis best to fly
and fight another day,
But warriors know it in their marrow when they
die and fall,
It is better to have fought and lost than not have
fought at all.
and flee in disarray,
Cowards will cry 'tis best to fly
and fight another day,
But warriors know it in their marrow when they
die and fall,
It is better to have fought and lost than not have
fought at all.
-
- Posts: 40
- Joined: Sat Sep 28, 2002 1:58 am
- Location: Newcastle upon Tyne, UK
Isn't that what scouts are for?Originally posted by Katana
Taking that last shot, while you should be pulling back into cover.
Getting scouts killed by putting them in harms' way.


Still not too bad for a newbie, we all learn from our mistakes
Martin
You can never find a 10-3 when you need one


You can never find a 10-3 when you need one

Not keeping a rear-guard platoon to deal with possible infiltrators.
Not leaving a force in reserve. Advancing my support too quickly.
Loading AAA in their transports and not unloading 'em at end of movement.
Using non-SP AA.
Advancing before poping smoke in front of the tigers/HMG's.
Advancing to close range of good anti-armour and infantry instead of retreating after being smoked. Uh, guess that's not knowing when to give ground.
know thy weaknesses is 1/2 of fixing 'em, I hope.
Not leaving a force in reserve. Advancing my support too quickly.
Loading AAA in their transports and not unloading 'em at end of movement.
Using non-SP AA.
Advancing before poping smoke in front of the tigers/HMG's.
Advancing to close range of good anti-armour and infantry instead of retreating after being smoked. Uh, guess that's not knowing when to give ground.
know thy weaknesses is 1/2 of fixing 'em, I hope.

-
- Posts: 1200
- Joined: Fri Feb 01, 2002 10:00 am
- Location: MA, US
Ummm
I think you have a lot to work on!Originally posted by Toontje
Not keeping a rear-guard platoon to deal with possible infiltrators.
Not leaving a force in reserve. Advancing my support too quickly.
Loading AAA in their transports and not unloading 'em at end of movement.
Using non-SP AA.
Advancing before poping smoke in front of the tigers/HMG's.
Advancing to close range of good anti-armour and infantry instead of retreating after being smoked. Uh, guess that's not knowing when to give ground.
know thy weaknesses is 1/2 of fixing 'em, I hope.![]()

"Are you going to do something or just stand there and bleed"
1. When I lose a favorite unit - like a Tiger that has 90+ experience. The unit that got him MUST DIE - sometimes it costs me more that the original unit.
2. Over extending my Paras. Almost every battle is a little "A Bridge too Far". I put them out there and try to get to them before they get wiped out. Lots of fun - but I don't always make it.
3. Waiting while on the defense. Once I had my Engineers cut a path through my own mine field because I got tired of waiting.
2. Over extending my Paras. Almost every battle is a little "A Bridge too Far". I put them out there and try to get to them before they get wiped out. Lots of fun - but I don't always make it.
3. Waiting while on the defense. Once I had my Engineers cut a path through my own mine field because I got tired of waiting.
"Laws that forbid the carrying of arms...disarm only those who are neither inclined nor determined to commit crimes ...Such laws make things worse for the assaulted and better for the assailants; they serve rather to encourage than to prevent homicides, f
- Belisarius
- Posts: 3099
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What?! Every battle or scenario needs infantry, mech. infantry, engineers, heavy MGs, tanks, heavy tanks, CS tanks, FT tanks, HT's, Artillery, onboard artillery, SP artillery, mortars, FOs, scouts, light fast-response tank forces, AT teams, AT guns, tank destroyers, AA's, SPAA's, AAA's, paras, rangers, commandos, partisans, HQ units, transports, strike aircraft.... oh wait... nevermind :pOriginally posted by maniacalmonkey
I sometimes get over-prepared, buying units for every contingency imaginable and then find myself slightly under-equipped for every one. Also, I tend to spend too much time on my infantry, setting up beautiful by-the-book positions and careful assaults. When I'm done with three or four rifle companies I just want to get to the next turn and casually move around my armour in simple wedge formations... :rolleyes:
Something I need to train on as well
