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PostPosted: Mon 23 Jul 2012 21:26 
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Joined: Thu 16 Feb 2012 03:34
Posts: 103
Hey guys.

I am a rather poor attacker in Wargame.
My strategy is basically get a 2-3 wave formation can be somewhat of a blob.
Wave 1) fast transports and light tanks, such as the Rise Patton or t-72's
Wave 2) Heavier tanks plus Autocannon armed vehicles and armored supply
Wave 3) Atgm armed vehicles plus slower moving transports and tanks.
This strategy should technically work.
The transports are the ones that take the fire, the tanks return fire and stun or kill enemy vehicles, autocannons stun the enemy and the atgm's stop and clean up high value targets.
These forces require lots of points and supply, and frankly they usually fail or take a huge toll on my force so when I do succeed I'm usually left a couple of vehicles that wont be able to stand off a counter attack.

Anyone have suggestions on how to create a Pact/Nato assault force that is effective, no matter the size or strategy?

See you on the battlefield
MasterOfCybertron


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PostPosted: Mon 23 Jul 2012 22:01 
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Joined: Thu 1 Mar 2012 12:45
Posts: 754
replay? I could share 2 if you want one pact and one nato. I am certain that theres not much wrong with your thoughts but either your units or the way you use them is what fails. Also not every map is good for such a
push/rush.

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PostPosted: Mon 23 Jul 2012 22:12 
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Joined: Thu 16 Feb 2012 03:34
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These attacks I use every battle.
They are blobs if u wud like to call them, but I try to plan them out before I attack and they either fail or too costly.
I'm looking for away to attack enemy units and an area with ground troops with reasonable losses and not 70-80% casualty rate.


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PostPosted: Mon 23 Jul 2012 22:22 
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I have found that thinking of what you're doing in terms of attack and defence will very often not give you very much flexibility. To proclaim to yourself that "I'm attacking now" will most likely put you in unecessary risk just as the proclamation "I'm defending now" will lead to many lost oppurtunities in best case scenario and unecessary losses in the worst case scenario.

Instead, I prefer to think of it as "engagement with the intent of inflicting casualties" and "engagement with the intent of causing delay". The normal mode of operation is the first one. With a good mixture of ATGM carriers, tanks and infantry, you can always trade ground for the relative power of your force. If you're stronger than your opponent, move progressivly forward to gain ground as you beat you opponent and if you're weaker, move progressivly backwards to conserve your troops. In this sense, attacking is essentially the same as defence, only in the other direction.

The other mode, that which aims to cause delay is something you only want to do if you're vastly outnumbered. If for example you're in a 2v2 game and you notice that both opponents is facing you. The trickiest part of this is to recognise when you need it before it is too late, this will come with experience. The most important part of doing this is disipline. It is actually very useful to state out loud for yourself tht you intent to do delaying tactics. It can prevent you to forget yourself and loose units in vain attempts to inflict casualties.

I mention this because the only time you should do what you might call a conventional attack is when you notice the opponent is trying to delay. This is because the only thing that matters in this situation is the momentum of your force since you'll be trying to over run the opposition.

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PostPosted: Mon 23 Jul 2012 22:26 
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Joined: Tue 28 Feb 2012 06:05
Posts: 401
In an assault, Pact or Nato, here are the basic things you need:


Information, (where is the enemy - Recon units)

Then what is needed is a Decision: to do one of five things:

1. Assault
2. Bypass
3. Stop and go into defense
4. Retreat
5. Do nothing


TO be brief, lets talk the first 2 - Assault or bypass.

Bypass: If there are not that many units compared to yours, and you know they are slower than you, (or infantry out of their carriers) and really are not doing much and cant do much just go around them - dont let 3 infantry and a VAB hold up an assault force. If they peek out with an ATGM team your main body will make short work of them (obviously stay about 1000 away if you can)


Assault Now as far as your assault force, you kinda have it backwards - you want your atrm vehicles more towards the front - but behind your "buff" tanks. Put your Carries around where your front line is too - then - when you assault you will kinda expand like an accordian. In addition, right before you assault, you want to hit them with artillery or air to slow down their aiming times or maybe stun them. This takes practice and patience.

Then, You dont want waves, you want to do the best you can to hit the opponent with everything in your assault force, (ground and air) at the same time - Shorter range tanks and inf close in, then mid-range tanks, then atgm carriers and heavy tanks. If you get the chance, take some graph paper and plot out the various ranges of all the units in your assault force. See where all the range fans end - that is what goes where in your assault force, (it is easier said than done and requires practice). If you have the time or the presence - spot out approached where you know the enemy can't spot you and take some tanks/AP APCs down that route and flank some enemy units while all this is going on. Also, don't forget to stop or move your artillery.



That's the long and short of Assaulting. If you can not do the above, then you are in the Defense until you can.


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PostPosted: Mon 23 Jul 2012 23:00 
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Joined: Sun 19 Feb 2012 13:54
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that is just an invitation to lose every battle in my book. Find the enemy with recon, have cheap ATGM infantry in the front, follwed by cheap tanks and then the heavy hitters in back . Also bring some AA support and some arty up in the very rear. Find the enemy and slightly spread your force to set up a flanking movement. Put steel rain on the enemy position and then assualt with your ATGM infantry, followed by the cheap tanks. If you can flank with some of your heavier tanks to hit side armor then you will inflict a deadly firestorm upon them. The key is knowing when to flank, and you must have recon put there so when you do flank you dont want the flanking tanks to get engaged in another engagement. Use recon to scout for enemy positions.


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PostPosted: Mon 23 Jul 2012 23:08 
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If all of the posts are overwhelming - start with adding some recon units to your assualt force. The bigegst newbie mistake I see is a complete lack of any recon at all.

Because if you have no clue where the enemy is or what they are doing all you end up doing is just reacting. And if you are reacting the whole time you aren't assaulting - you are in an active defense :roll:


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PostPosted: Tue 24 Jul 2012 01:09 
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Sounds a bit too complicated. Maybe you trip over the micro so enemy gets some easy kills? (Would probably happen to me ;) ) If you want a blob there's 2 ways to do it as far as I see: 1) lots of cheap units (spam) 2) a high concentration of firepower - I've seen 8xT-80 with this ATGM meta and it seemed to work nicely, you have to know how to use it though. The point with 2) is to have lots of firepower in one place that applies to an enemy that is locally much smaller in numbers. 2) is usually done with medium tanks, I think.

Ironmike had lots of point:

IR0NMIKE 6 wrote:
Bypass: If there are not that many units compared to yours, and you know they are slower than you, (or infantry out of their carriers) and really are not doing much and cant do much just go around them - dont let 3 infantry and a VAB hold up an assault force. If they peek out with an ATGM team your main body will make short work of them (obviously stay about 1000 away if you can)


This is good to remember. Once I had a perfect defensive position, infantry hiding in the woods with some heavy tanks, and lighter vehicles around. The enemy had already rolled the main force of my teammates and this guy was going with a blob using approach 2) above. When he came in range, he and his teammates started taking heavy casualties from my units. But then he decided just to alter his course and go around a few miles. In the end he wreaked havoc in our lightly defended rear sectors...

The defender has the advantage in the how. The attacker in where and when. Think about that.

You will need recon to pull it off. But recon units are generally overrated and are not enough. You'll need some skills and lots of practice to figure out where you should put your attacking force. A 5 pts empty transport can work wonders and is nowadays very trendy and not frowned upon by any Wargame-clicking gentleman.

One major factor is figuring out what kind of units the enemy has deployed. Counters are important so you want to always bring something that can easily overcome the deployed defense in the given territory. Eg. infantry and atgm camping in a forest -> bring arty, expensive tanks moving in the open -> bring ATGM, etc.

The strongest way to play this game is not "my blob is engaging his blob here". Figure out where the priority targets are and take them out with whatever imaginative means are suitable.

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PostPosted: Tue 24 Jul 2012 06:16 
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varis wrote:
You will need recon to pull it off. But recon units are generally overrated and are not enough. You'll need some skills and lots of practice to figure out where you should put your attacking force. A 5 pts empty transport can work wonders and is nowadays very trendy and not frowned upon by any Wargame-clicking gentleman.


Exactly. Don't attack blindly, make sure you know what you're dealing with before you attack. Sending in a pair of suicide APCs as a good way to see what they've got and where.

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PostPosted: Thu 26 Jul 2012 20:28 
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Joined: Thu 19 Jul 2012 23:42
Posts: 243
Buy lots of T35 or T55/62 L1/M60 base model(first wave)
Buy some infantry(RPG/MANPADS) BMP/M2(second wave) and buy some infantry more in BTR/VAB/Fuchs (third wave)
Buy some better tanks like T-72-L1A4+/L2+/M60+/M1+/chief and challenger.
Buy HIND/Cobra for additional fire support.

get every thing in position but out of LOS of enemy.
Send all cheap tanks with move order forward, (roll over the Bolshevik/Imperialist pigs)
While the enemy infantry is busy shooting the First wave my IFV inf is racing towards the enemy position shortly before, halting and sending the inf out of the transport even more targets for defender that shoot back.
Issuing the attack command for the inf IFV´s stay where they did let the inf out and support with their weapons(moving a bit closer if needed to not loosing LOS and LOF).
Premium Tanks stying as far behind as possible but close as possible to give additional fire support.

APC´s inf as fast mobile reserve to reinforce holes in inf attack and to have more soldiers to hold the line of your new capture object.OR to cover the retreat(more likely to shoot the retreating cowards) if every thing fails(always have 3 plans one for attack, one for holding the line, and one for retreating)


Do not Micro the cheap tanks send them with a move order forward to favorable positions.(shod some survive the meat grinder note the name and transfer this lucky guys in better units xD)
Micro the important units like premium tanks or SAM/AAA you have micro the helicopters(if you cleared enemy SAM/AAA) dont wast your transports like IFV´s or APC´s the MMG/HMG and the main gun do short work with close defending infantry and there transports.Also if you have to retreat you can save your inf and equipment.

DO NOT ATTACK in waves with huge time gaps in between.
DO NOT SPAM ONLY ONE UNITE TYPE.(only T55 or only inf in huge masses)
Dont think that you will take a position without losses.
Fight on terrain that favors you and not the enemy.
KILL ALWAYS FIRST the support units, maybe the only micro for all units that take part in the attack.
Always attack the weakest line of defense dont move in a kill zone this thins you attack out and gives the other side a chance to counter attack and take his positions again.
ALWAYS ATTACK in a 3 to 1 ratio. JUST NO, don´t matter if you NATO or pact. PACT has chap ass units and its more easy for them to achieve this(15pt T34/T55). But dont! No 1to1 or 2to1 ratio minimum is 3to1 more is better.You have to accomplish two things in a attack, ged rid of enemy and hold the ground you gained.

Hold your supply's close.Supply first important units (Inf/Premium Tanks/SAM/AAA/IFV/APC> rest)


But as key for attacking for both sides is have a plan, take the enemy by surprise, never fight on the enemy's terms. Micro units that are crucial to your victory the others are just targets for the enemy. DONT STOP the only way is forward.Knowledge is power, scout!!!


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