Section Leaders:
Fionn Kelly & Madmatt
Expired: Quick
Tactics
01-21-00
Quick Tactics!!! Don't
place infantry too close to tanks. Tanks are "shell magnets"
and in Combat Mission any shell which misses a tank or ricochets off it
could kill nearby infantry.
01-16-00
Quick Tactics!!! Remember
that the most effective ambush is that one which is sprung at a time
and location where and when the enemy had no expectation or fear of it.
01-11-00
Quick Tactics!!! Remember
that the enemy knows which of your units are high value and which
aren't. Showing him glimpses of high value units can, against a
suitable opponent, allow you to guide his actions without him even
realizing it.
01-07-00
Quick Tactics!!! NOTHING is
so threatening to an experienced player as a seemingly empty treeline.
If the enemy commander is poor enough to let you see him occupying the
treeline he will be little challenge. If he is cunning enough to occupy
it without being seen then you are in for the fight of your life.
01-06-00
Quick Tactics!!! An ambush
position held for 2 minutes is held for 1 minute too long and will
result in unnecessary casualties......
01-05-00
Quick Tactics!!! When
entering a treeline with infantry don't be afraid to have your
supporting tanks shell as far into the wood as possible. Most opponents
will carelessly set up their ambushes near the wood's edge and will
suffer casualties and suppression to this fire thus letting your
infantry close with and assault them.....
01-04-00
Quick Tactics!!! The player
who will follow his artillery more closely than others gains a decisive
advantage. Don't be afraid to suffer a few casualties to artillery from
following too closely. In all likelihood your casualties will be
lighter than if you had not used any artillery at all.
01-01-00
Quick Tactics!!! Remember
that artillery doesn't win battles all by itself. It can help but you
need to follow artillery assaults home with infantry and tanks. If you
have followed all the earlier tactics than your enemy should already be
shaken and disordered when your first wave goes in.
12-30-99
Quick Tactics!!! Don't be
afraid to "waste" artillery on a portion of the enemy front
you don't intend to attack. Most players will assume that anywhere you
are dropping artillery you are intending to attack thus artillery makes
a wonderful "fixator" and feint.....
12-29-99
Quick Tactics!!! If the
enemy position is extremely tough then don't be afraid to "get
World War I" on them. A prolonged and fierce artillery barrage
followed immediately by a dismounted assault will crack even the
toughest of positions.
12-27-99
Quick Tactics!!!
Intermingle Artillery Forward Observers with infantry squads so they
aren't so obviously FO teams. You'd be amazed how many people moan
about losing their FO teams to machinegun fire when their FO teams are
standing at the edge of a forest sticking out like a sore thumb.....
12-26-99
Quick Tactics!!! Always
save some artillery for the end-game. You should keep up to one third
of your artillery as a reserve for the final push. You never know what
opportunities may arise where having just a few more 'rounds on call
will make a difference!
12-25-99
Quick Tactics!!! Don't
forget that your artillery has smoke for a reason. It is a wonderful
screening tool. A well timed and coordinated smoke mission will allow
you to close with the enemy with a minimum of losses as well as shield
your moves from the enemies prying eyes....
12-24-99
Quick Tactics!!! When
assaulting an enemy position artillery fire can cause them to keep
their heads down and allow your assault force to get close at a minimum
of casualties.....
12-23-99
Quick Tactics!!! Enemy
attacks involve a plan. A plan involves co-ordination. If you can wreck
the co-ordination you are half-way to unraveling the enemy plan.
Artillery is a wonderful pinning weapon. Use it to pin a flanking
platoon for 2 or 3 minutes and you will either force the enemy to halt
his drive momentarily to maintain co-ordination. Re-deployment time is
like gold to a defender OR the enemy will attack piecemeal which is
also good for you....
12-21-99
Quick Tactics!!! Call in
artillery fire early. Don't worry about having LOS to the target. You
ONLY need to have LOS when the rounds actually start to fall and thus
have a few minutes to run your FO into position.....
12-20-99
Quick Tactics!!! One mortar
firing into an enemy firebase situated in trees can pin the entire
platoon, rob the advance of support and thus make a decisive
contribution to turning the entire assault back.....
12-18-99
Quick Tactics!!!
Small artillery or mortar rounds impacting in trees can cause
treebursts. Treebursts vastly increase the effectiveness of small
shells as deadly wood splinters as well as the normal shrapnel will
rain down upon any unit caught below the burst.
12-15-99
Quick Tactics!!!
Small calibre shells (anything less than a 150) are virtually useless
against dug-in squads or units in sturdy buildings unless you aim to
keep firing till the building comes down which is highly inefficient
and a waste of ammo.
12-12-99
Quick Tactics!!! Use
1/3rd of your force for scouting, flank and rear area security at all
times or be prepared to suffer heavily at the hands of the AI and
especially human players...You can increase the area covered by these
units by using the 'split' command and effectively double the amount of
maneuver units at your disposal!
11-27-99
Quick Tactics!!!
While it is more difficult to get a turretless vehicle into hull-down
positions they also expose themselves far less when hull-down. The very
top of a StuG's superstructure is a smaller target than a big turret.
If you can get them into a hull-down position they are more survivable
than an equivalent tank!.....
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