** 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:
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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