Best approach to targets? Tactics questions.

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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Jaax
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Joined: Thu Oct 09, 2003 9:41 pm

Best approach to targets? Tactics questions.

Post by Jaax »

Hi,

I've been playing Steel Panthers games for quite a while now, but I always wondered how others played their advancing armies.

If you're in an Advance or Assault scenario (as say, the Germans or Russians), do you ride infantry on tanks towards the objectives (maybe setting them down before the target)?

Or do you set the infantry down on foot at the beginning of the scenario, walk them forward with lines of tanks following slowly?

Normally I do the first, but I was just wondering how others normally carry out attacking missions.

--

Secondly, with C&C off, is there any benefit to purchasing a Company of infantry or tanks, compared to a few platoons? And if opting for the Company, must they all stay closely together, or can you have some units on the northern end of the battle and some on the southern end (as long as they're near their platoon leader) and still have them be as effective?

Thanks in advance =)
Wild Bill
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Post by Wild Bill »

C&C on is more realistic but much more difficult. I usually play with it off because I like for my squads and teams to be able to make instant decisions in combat.

That is me. Others would disagree.

An advance should be with infantry leading always. Tanks out front alone will more than likely be dead meat. You are sacrificing infantry to a point but they will find the enemy and the tanks can hit them.

Use artillery if you have it, smoke if you have it, anything to cloud the view of the defender.

If a flanking move is possible try it. Watch out for mines. I have read of some scenario designers who love to secretly hide mines in the most unexpected places. I have no idea who they are ;)

Headlong rushes usually end in disaster, like Pickett's charge at Gettysburg...valiant men cut down by well hidden defenders.

Try some of the above and see if your chances improve.

Wild Bill
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Jeff Norton
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Post by Jeff Norton »

Second to what WB has said. I can add:

1. Use the terrain. Move with the ground, use its benifits, and learn what effects (good/bad) it grants. When there is none to mask you, make your own (ie smoke).

2. Time is your ally. Use it wisely, but not foolishly. Its good to end the game, but doing it in 14 turns only gets men killed, vehicles wrecked, and costs plenty of rebuild points.

3. Make a plan, stick with it, and wait for contact. Then, the plan is garbage. Its time-tested Mil reality...

4. Know how your weapons operate. No use to shooting the Sherman's 75 out to 20+ hexes. But, a Panther's 75 is good out to there. Side shots are better for killing than head-on shots. Manover on tough targets and get tailpipe shots. You'll loose tanks, but war is heck...

5. Use some of your units as an 'overwatch' to your moving ones. They can pop-off shots as cover if you get into a hairy spot. Then, those that moved set up as overwatch for the others to move forward. This leapfrog action is what you hope to acheive.

6. Play and play and play..... its the only way to get to be a better player. Learn from mistakes, sharpen your skills.

I don't like C&C either. Platoons are better because they can act independantly from the A1 unit. But, infantry in companies are my fav. (there is protection in #'s for grunts...)
-Jeff
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Jaax
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Post by Jaax »

Thanks guys, that was really helpful. =)

I've always played "in a rush", to end the game in those 14 turns or less you mentioned, trying to get to the objectives fast enough and taking losses I probably shouldn't have in the process.
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