long campains

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

Post Reply
balenami1291
Posts: 436
Joined: Tue Nov 29, 2005 9:15 pm

long campains

Post by balenami1291 »

I've just played a lot of scenarios and some short campains and now i would to start with longer campain.

But I've some problems to "buy" my soldier at the start of the campain.

I think would be frustrating just in the middle of a long campain to discover that you have purchased the wrong type of armament!!

There are some type of "Howto" that expains how to obtain the right mix for campain's type (attack, defend, desert, town etc) and Army 's nationality??

Excuse fopr my bad english!!

Angelo
Italy
Angelo Balena Ricci

Intek i5 m520 2,5mhz
6 mega ram
Nvidia 525 1 giga ram
User avatar
vahauser
Posts: 1644
Joined: Tue Oct 01, 2002 4:38 pm
Location: Texas

RE: long campains

Post by vahauser »

mi1291,
 
What nation do you want to play?  What enemies do you want to fight against?
Poopyhead
Posts: 612
Joined: Wed Mar 17, 2004 4:42 pm

RE: long campains

Post by Poopyhead »

Try a mix of infantry, armor and artillery with some leg recon. You get to upgrade/change some of your units after each battle. I like a one to one mix, one platoon each of infantry, armor, artillery (ATG/AA/IG) and recon per combat group.
Astrologers believe that your future is determined on the day that you are born.
Warriors know that your future is determined on the day that your enemy dies.
balenami1291
Posts: 436
Joined: Tue Nov 29, 2005 9:15 pm

RE: long campains

Post by balenami1291 »

I'm thinking to start in a true classic mode:

A lot of Campains in the eastern font with german army.

All right. The mix Infantry, armor, artillery (ATG/AA/IG) is the solution.


But, for example, How do you choose from SS' elite dquad, Heavy granadier or much more regular infantry (And for the armor type is the same difference)??

Thanks again to all.


Angelo Balena Ricci

Intek i5 m520 2,5mhz
6 mega ram
Nvidia 525 1 giga ram
User avatar
KG Erwin
Posts: 8366
Joined: Tue Jul 25, 2000 8:00 am
Location: Cross Lanes WV USA

RE: long campains

Post by KG Erwin »

We've got several threads on core force construction scattered here & there. For the Germans, you might wanna see this one : tm.asp?m=1322677

Image
azraelck
Posts: 581
Joined: Mon Jan 16, 2006 5:00 am

RE: long campains

Post by azraelck »

I always think that playing around with the cores are about the funnest part! I've ran German campaigns with a fully mechanized battalion (had to up the points quite a bit to do it too!); with nothing but light tanks, SP guns, and horse calvary; and a more conventional 3/1 Infantry/Armor mix; supported by as much artillery as I could muster with whatever points I had left. Part of the fun is not just using tried-and-true battalion cores; but off the wall mixups and seeing how far they go.

Typically, it seems that 3 rifle companies and 1 medium armor is an optimal mixture. SS are more expensive, but better, than regular rifle companies; and the Grenadiers, IIRC (in enhanced) are riflemen with attached transport.  Making them far far more expensive, but also more mobile, with armored MG nests that can support the infantry heavily (my preferred use of halftracks, actually). Depending on points avaliable; you may want mechanized forces; a mix of mechanized and foot sligging troops, or all ground-beaters. I prefer my three companies be regular riflemen, trudging along on foot. The game scale just doesn't seem to me to need the use of mechanized troops.  I also try to have a mechanized/mobile reserve force. This is a mix of engineers (at least a platoon) and calvary or mechanized infantry. I don't believe in holding back my big guns for a reserve; so all ATGS, IGs, and MGs are on the front line. For artillery support; I keep 2AA guns per rifle company; and 2 ATGs for the same. With the Germans only, I like to keep 1 or 2 SIG33 15cm infantry guns/rifle co as well; because I love those things. Big boom, and it clears out heavy troop concentrations nicely. If possible, I'll trade them quickly for the self propelled versions; giving them more mobility and the ability to move to where needed quickly and easily.

I reconfigure my support weapons as I continue the campaign. ATGs become additional tanks; or dedicated tank destroyers (depending on nation and mood). AA guns are traded off for SP versions as well; I like them for clearing infantry, as a big ***ed machine gun with bullets that go boom! when air attack is not an issue. The SIG33 will be traded off for the SP version as well; advancing as I'm able to the next better version. The SP versions allow my to easily move them to support troops where they're needed, instead of static positons requiring at least a couple turns to set up in support. They can move where needed and fire; without unloading and setting up again. Plus armor makes them more resistant to small arms fire; though it's not as much an issue. So long as a sniper can't wipe out a critical tank destroyer when it's desperately needed elsewhere, I'm fine.

My infantry stays mostly the same, however; though I will trade stuff like MG34s for newer MG42s at a low priority; and mortars might be beefed up with larger and/or self propelled versions; gaining transport if needed or possible. I do try to upgrade my squads asap with better AT capability; I prefer every squad being able to potentially drop a tank if called upon. Tanks go to newer and better models; eventually aiming for the heavier tanks like the Panzerkampfwagen VI or M26 Pershing.  None are traded off for anything other than upgraded tanks; but I'll save the points if an 'upgrade' does not offer a significant advantage over the original.  Infantry AT; which early war sucks and late war is deadly;  is generally reconfigured as needed into either transport for heavy mortars; additional tank destroyers; or additional IGs/AA guns. Since I prefer all my infantry to be  AT capable;  This lets me use those former ATR crews to better advantage elsewhere.
"Wait... Holden was a cat. Suddenly it makes sense."
Post Reply

Return to “SP:WaW Training Center”