Commandos

New Recruits check in here! Vets debate the fine points! Tactics discussion, FAQ and "how-to" help.
If you are new to the SP:WaW community post an introduction please!

Moderator: MOD_SPWaW

Ezikel
Posts: 26
Joined: Mon Oct 21, 2002 3:01 pm
Location: B'ham, England

Post by Ezikel »

The best example i can think of with SAS as of late is proberbly the Normandy Gold campaign. The first mission is naturally, gold beach (apparently, but i dont think only 3 bunkers, (only one of them i even get near unless ive got bugger all to do) very realistic) the last time i did it i have 9 SAS 6 man squads and another 4 squads in the 100 pt AUX force.

I infiltrated all 13 squads into the town, turn 2-3, 2 squads pop-up, they are about 3-5 hexs from about 5-6 german squads that they can see, but i dont move them. Turn 3-4, another 3 squads pop-up, still non seen and i can see another 2 squads and 3 other them i can take out in cross fire. I take 2 squads and a half, turn 4-5, 4 squad come in and they are STILL not seen even though 2 of them land ontop of german un-surpressed units.

I think the SAS either have demolition kits or satchel charges, either way i kill the best part of a company if not that, and not one squad was seen until it fired, in the end i lost about 7-10 men all spread accross the squads.... this was before my first landing ships had reached the shore and i had effectively taken the town.

....oh and i had Fireflys in the landing craft GOGO 17pdr :-D
OFFICIAL: Stop! Stop, will you?! Stop that! Stop it! Now, look! No one
is to stone anyone until I blow this whistle! Do you understand?! Even,
and I want to make this absolutely clear, even if they do say 'Jehovah'.
CROWD: Ooooooh!...
User avatar
robot
Posts: 1438
Joined: Tue May 09, 2000 8:00 am
Location: Covington Ky USA

Havin fun

Post by robot »

All in all i am pleased how my commandos have been workin out. I assign like 3 squads to a town that has a road thru it. Another 3 squads may have a bridge to hold. It is fun to see if they can hold out till i break thru to them. Still have not set up german special forces with a paradrop to help reinforce them. As you dont know when at start when the infiltrators will come on. I thought i would set my paras to arrive some where between 11 and 14 turns what do you all think.;) :cool:
Robots wear armor for skin.Grunts wear skin for armor.
Capt. Pixel
Posts: 1178
Joined: Mon Oct 15, 2001 8:00 am
Location: Tucson, AZ

Re: Havin fun

Post by Capt. Pixel »

Originally posted by robot
... As you dont know when at start when the infiltrators will come on. I thought i would set my paras to arrive some where between 11 and 14 turns what do you all think...


Sounds about right. I find that infiltrators arrive from turns 3 to about 12 with a 50% to 75% arrival rate. If you use them to 'prep' the airborne landing area, bringing in your paradrops after about turn 8 works pretty well, in my experience.

Another thing to consider is to set all your infiltrators Opp Fire to '0' before you plot their target hexes. When they arrive (If they arrive), they'll be a lot harder for the enemy to spot.

You can also use them as artillery spotters for rear area enemy concentrations. It's nice to be able to suppress those AA guns before the transports start showing up. :cool:

You can also smoke up the landing area to reduce ground fire on the landed troops and to help hide your infiltrators. (BTW, AA ignores smoke when firing at aircraft.)
"Always mystify, mislead, and surprise the enemy, if possible. "
- Stonewall Jackson
Post Reply

Return to “SP:WaW Training Center”