** Under Construction **
This page will host a series of links to tactical tips and discussion - hopefully helpful to new players and old alike, you're not too old to learn new tricks now are you!?
1.Force Composition
2.Deployment ideas and objective placement, and some Mission specific tips
A good summary from GUNNM - from BF forums:
   
IF:
I'm playing infantry against tanks - I place objectives in or near terrain. 
 I'm playing tanks against infantry - I place objectives in the open, more than 10cm away from terrain. 
 I'm playing tanks vs tanks - Not very important. 
 I'm playing infantry vs infantry, I place objectives that are easy for me to reach but hard for him. 
  
 Free for all - I spread out the objectives I place to make him spread 
out. I then try to engage in a firefight at a point where I can bring as
 much of my force as possible against a limited enemy force to slowly 
thin down his lines. A rush for an objective is possible a few turns in 
if things go my way. 
  
 Encounter - I place the objective in my 
half close to a corner (2/3 chance for reinforcements to enter near it 
then), I place the objective on my opponents half a decent distance from
 the objective he placed. I start with the slow and strong units on the 
table. Fast or weak units start in reserve (fast units because they can 
enter the fight faster from reserves. I hold them off until my reserves 
arrive, hopefully drawing some of his units too far away from where his 
reserves arrive to be without support. 
  
 Dust up - I place my 
defensive objective as close to my arriving reserves as possible. My 
offensive objective as close to me as possible. I usually set up a 
strong line against his arriving reserves to destroy them as they 
arrive. My own reserves engage his starting force. I rarely go for the 
objectives here. 
  
 No Retreat - When attacking I go for the 
closest objective. Sometimes as a feint to then sneak in a fast unit to 
steal the rear objective if possible. When defending I focus on 
defending the front objective. The rear objective that I place myself is
 often placed so it can be defended by the reserves as they arrive. 
  
 Hold the line - Same as No retreat when attacking. When defending I 
will have to put some thought at defending the rear objective since the 
reserves can sometimes wait until turn 5 before they arrive. 
  
 Pincer - Same as hold the line. 
  
 Surrounded - When attacking I spread out the objectives and then try to
 focus on attacking from one direction, keeping some forces on the other
 side ready to threaten the opposite objective so he needs to keep some 
troops away from the fight. When defending I will have to rely on a good
 setup. This is one of the missions that is the reason to why I always 
add a fast response to my list. It will be intense, just hold in there 
and take out the attack one piece at a time. 
  
 Fighting 
Withdrawal - As attacker you can attack one or two objectives. If you 
attack one, then the fight for it needs to start at turn 4 at the 
latest. If you attack two objectives simultaneously, then you need to 
start the fight for them at turn 5 at the latest. Otherwise the fight 
might draw out too long and the objective is removed from under your 
nose. If you run out of time, then kill kill kill! As the defender, just
 stall for time at every turn. Emphasis on not losing teams or even 
worse, platoons. 
  
 Hasty Attack - Very similar to Encounter 
  
 Cauldron - When defending, play defensively... Remember that he can not
 take the objective before turn 6. Alternatively, you can play very 
agressively and take the fight to the enemy if he started very spread 
out. When attacking, the same thing. No rush. Sometimes it might be a 
good idea to wait for his reinforcements and take on them instead of the
 main force. 
  
 Breakthrough - As defender you will need to send
 some troops to cover the objectives. Then be prepared to take the full 
force of an enemy attack. Prepare a defensive line. Either a static line
 if you have plenty of infantry and guns, or a mobile defense and use 
the fact that your vehicles have a good chance to arrive in the flanks 
of the enemy. When attacking, if against a force with lots of vehicles, 
then a strong attack in the first turns might win you the game before 
the reserves arrive. Against an infantry force, sneaking in a stronger 
flanking force might shock him. 
  
 Counterattack - Beware when 
attacking. The enemy tanks might arrive in your flank. Or use that and 
attack his reserves instead of his main force. When defending, you might
 have to atatck across the center of the table to help your reserves. 
Either way you will need a plan to defend the objectives outside your 
deployment zone.
3. Command and Control - some tip about staying in command - what you can and can't do!
4. Shooting - What to shoot at, and with what, and what results you can expect - perhaps a bit of Fow-Math-probability - but if you're good at rolling sixes you'll do just fine!
5. Assault! - The all importatant phase - games are won and lost by assaults. How to set them up to succeed, and how best to defend against them.
 
 
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