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 Post subject: Ambush. The Easy Way To Kill The Enemy.
PostPosted: Sun Mar 07, 2010 8:24 pm 
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Ambush The easy way to kill the enemy.

It is much easier to kill the enemy if you can ambush them and take them by surprise. Then it is
to get into a stand up fight out in the open. Lets look at some the ways this can be done.


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In the picture above we see a small force of Infantry and Armor exposed as it advances down the road. We are going to assume this was the only option open to that player since doing it like this is just asking to be destroyed. Your two Panzer are hidden from view in the woods and were waiting just for this sort of shot. They have an advantage when firing at long range due to having better optics and fire control then most of the early Allied tanks. They will often win a long range duel so your willing to accept them when they present themselves. In the picture below the two tanks pull
one hex forward turn slightly to offer an slight angle on the front armor and then open fire

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You may score hits and you may not that is the part you have no control over. But rather then fire all
the shots you have hoping to get a lucky kill shot with that last round you stop firing while you still
have some movement left and duck back into the woods. This will leave the enemy with nothing to
shoot at. Frustrated is the word here. They just took fire and have no return shots. If they advance
as planned they can expect it to happen again and again. If they have artillery they will call in smoke
or HE fire on the woods. At this point you are hoping that smoke is fired since that will allow you to use this same tactic still. Smoke doesn't prevent this sort of ambush from happening it only adds to the ability of the attacking force to conduct it. It gives you more places to hide. Firing HE is not all that much better because it will take a lot of rounds to have any real effect on the tanks and since they are not spotted the other player can not be sure that they are even hitting anything with the artillery fire. The key to this sort of ambush is to move back out of sight. Do not stay in the firing position to give the enemy his turn to fire back at you, Shoot and Scoot. If possible move far enough that any Artillery plotted will miss and if you can move to a new location to conduct this same sort of attack next turn. Remember that when you pull forward your going to take op fires and may lose a unit but the chances are your the one who will be getting the kills when this attack is over. This can be done with anything that has a decent movement allowance. Tanks, Armored Cars, SPAA and Portee mounted guns all work well with this sort of attack. Anything that blocks los even a small hill or gully can be used to make this sort of attack possible. The key is not remaining in the firing postilion at the end of your turn, MOVE. If it start to get to hot where your doing this from move to a new location to set up and do it again.

There is no limit to the ways this sort of attack can be conducted. This is a tactic that will bleed the
enemy every turn and is important to use when conducting a delaying action. You want to fire on the
enemy as much as possible to slow them down and induce the combat friction that saps fast movement for the units involved.

A tactic that you should already be using and one that works hand in hand with the above method of
ambush is to alternate the firing of your units if they take any op fire at all. This will cause the enemy
to target the new unit that fired and keep them from getting bonuses for firing on the same targets. You will be keeping this bonus if you do not switch targets. Pick one unit and concentrate on it until it is destroyed, Do not fire on multiple targets just because you can.

If your playing games that have a lot of open ground but have a low visibility you can take advantage
of that by using the edge of the los as the terrain feature to hide behind. It is not as effective as the
method we looked at above but the concept is the same. Move just enough to see your target fire a
shot or two and pull back out of los before you use up all your movement. If the enemy comes after
you he sets himself up for op fire on his advancing units. If you are able to keep your speed low it will
not effect your shooting as much. Try to do this with out building a lot of speed on your units. This
can be used to lure the enemy on to hidden Guns. If you give him something to chase he may follow
with out being as cautious as he should be. You may score a few easy kills before he learns his lesson.

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 Post subject: Re: Ambush. The Easy Way To Kill The Enemy.
PostPosted: Mon Mar 08, 2010 10:08 am 
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Joined: Tue Jan 15, 2008 6:44 pm
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Making your guns more effective

I think most players at one time or another have placed At guns or Infantry guns in a position and then watched the enemy come on. With great glee they waited until the enemy was in range and then opened up on them. They were overjoyed to be able to do this turn after turn slaughtering the enemy as they came on. While this might work against the Computer AI attack it is not going to work against a human player. Most players when they first start playing human players learn the hard way that how they place there units is going to be much different then how they might set up against the computer AI

What you need to do is be a lot more sneaky and much more conservative in how you place your guns. Lets take a look at this and see what we need to do to make not only our guns but even other units more effective when playing a human player. In the picture below we see an AT gun placed to cover the road into the Village. At first glance this seems to be a good place to put a gun. It's not it is actually a very bad place to put a gun. There are a several reasons why that is the case but you only need to know the two most important reasons why that is a poor placement. The first reason is that any attacker worth his salt is going to have artillery ready to pound the village into rubble at the first sign that the enemy is going to defend it. They may even just decided to drop artillery on it just because they can. Smoke may be fired to allow the attacker to approach with his infantry. In either case your going to be lucky to get off a few shots before the gun is knocked out or smoked into uselessness. The second reason is less of a factor if smoke or artillery takes out the gun before it even fires. But the fact it is trying to cover such a wide area opens it up to a lot of possible op fire when it does fire. You need to be aware that the more your units can see and shoot at, the more chance they have to be seen and shot at by the enemy. Ok, so where should I put a gun so that I can cover that road into the village? I really do expect the enemy to come down that road with his armor and probably a bunch of trucks or half tracks How do I stop them?

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Lets look and see where we can put that AT gun that will allow it to live through any barrage that hits the village. We want to keep in mind a few things. We want coverage of the road and we want to be someplace that will allow the gun to live through any artillery dropped on the village. We also want to place it in a way that limits the enemy's ability to spot it quickly as they come down the road allowing them to avoid it or again smoke it out of being effective. You want to get in some op fire kills before that happens. If possible you also want to be able to move the gun once it is spotted so that you can use it again. Take a look at the picture above again. The lighter shaded area is the guns los that is the area it covers with its fire. It is also the area in which any enemy units can see it and fire on it. While it covers a larger area and that seems like a good thing its in reality a very bad thing.

Below we have a gun placed that covers the road and gives you a much narrower los. This seems to limit the guns usefulness. It does. But it also means that the gun is going to get off a few shots and have a much better chance of being able to remain hidden or move to a new location to avoid the sure to follow mortar barrage that will be dropped on the hex it is in.

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What you want to learn from this is that by limiting the los of your own units you make it much harder for the enemy to see them and fire on them. Your limiting your own visibility and area of fire at the same time. This seems to be something you want to avoid but there is nothing farther from the truth. What you want is for your units to survive first contact with hopefully a few kills and live to be repositioned to a new location to do it again.

Lets look at one more example of gun placement. Pictured below is an AT gun that we want to place to cover the south side of the village since we are expecting to see enemy armor come around the village to the south, This placement appears to offer you some very good shots on anything that makes that attempt and your expecting to get a few kills out of it. If you stay hidden until you have a few tanks in sight and then open up on them you may score a few kills. Then as in the first example your going to take a massive amount of return fire from every gun that can see your position. Mortars will be plotted on the hex and smoke may take it out of action or HE fire will soon kill the gun, In either case your done shooting and the enemy armor will roll on around the village. This is not the outcome that you wanted or expected when you placed the gun. You need to find a better place to put his gun that covers the same general area but offers you not only better protection but a chance to move the gun when it is smoked or otherwise threatened.

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In the picture below we see a gun that was placed to cover the south end of the village but also takes advantage of the village itself to block enemy los into its own position. The enemy will have a very hard time finding this gun and you will be able to take quality op fire shot on anything that enters its los. You should be able to score a few kills and confound the enemy at the same time. This gun should not only be effective it will force the enemy into spending more time looking for it and taking it out of action. Even if it only scores one kill it will have done excellent service. Each turn the enemy has to spend to find this gun means one more turn he is wasting in his effort to reach his objectives. The delay the gun causes simply by being properly sighted can be worth its weight in points. As a side benefit this sort of placement offers your a bonus, The enemy will most likely have to fire smoke to block the los from this gun so that they can make an effort to take it out. The more you can force your opponent into using his guns or mortars to fire smoke the better off you are. Smoke is limited in quantity and causes no kills. With realistic visibility settings smoke is also not a shield unless it is several hexes deep so it may take the enemy player two or more turns of firing smoke to make a proper screen. That is two turns where his weapons were not firing ammo that can hurt you. It was two turns delay before he could being to move forward again. And it was two turns in which you could use to bring up forces for a counter attack. By making the effort you properly place a gun it is possible to not only score more kills it is also possible to delay the enemy a few turns, Not bad for a single gun properly placed.

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Take away from this section the following knowledge.

Placement of any unit that you expect to fire with should be done with a limited los. This reduces the ability of the enemy to see it and reduces the chances of it being taken out quickly. In return it buys you time and will score more kills then a unit that is poorly sighted but offers a larger los. The use of terrain to help shield units and the use of proper range settings and op fire will make them more effective.

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