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 Post subject: Re: Doom Fortresses
PostPosted: Sun 18 Mar 2012 04:24 
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Hob_Gadling wrote:
Slaughtersun wrote:
They'll be empty after close artillery bombardments.


And then we're back to the "only one effective counter" problem that inspired me to start the whole thread. Everyone by now has a battery of Smerches or MRLS at hand to deal with problems like this, but it's still wrong and should be changed.

A defence generally requires three times as much offence to take out. A 100 point defence can hold 300 points of attackers. Counter accordingly.


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 Post subject: Re: Doom Fortresses
PostPosted: Sun 18 Mar 2012 04:30 
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brogan123 wrote:
A defence generally requires three times as much offence to take out. A 100 point defence can hold 300 points of attackers. Counter accordingly.


Feel free to list the exact composition of units needed to take out a Doom Fortress when you don't include artillery.

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 Post subject: Re: Doom Fortresses
PostPosted: Sun 18 Mar 2012 04:37 
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Quote:
Feel free to list the exact composition of units needed to take out a Doom Fortress when you don't include artillery.


Feel free to list the exact composition of units in a Doom Fortress when you don't include flame tanks.

Artillery is what I recommended for clearing them. They are annoying but surely not such a huge deal.

What I think is that this is unimaginative or poor play on the part of the people involved. One thing you can do is to charge with several tanks, with one on point. As soon as the point tank makes contact, pull it back. This will use up a targeting cycle on the part of the flame tank, while your other tanks will finish theirs and get a shot off.

I'm finding it rather hard to understand why people can't come up with a counter to this. Numerous counters have already been mentioned, from unit counters to tactical counters to maneuver counters.

Here's yet another for you: sacrificial recon vehicle with artillery in very close support. Fire as soon as you see the flame tank, with your corrected barrage circle centered somewhat behind the flame tank. His likely plan is to fire, then pull back, and if he does that he'll end up zeroed.

People always complain about this sort of thing and I never really understood that, especially in this game where there are so many counters available including a basically identical unit. You are somewhat unlikely to be able to storm a defense without losing units, and that's just the nature of war, and since Wargame is nominally realistic it's the nature of the game as well.

They'll probably nerf it to some degree. Until then my best suggestion, at the risk of sounding flippant, is this.

Deal with it.


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 Post subject: Re: Doom Fortresses
PostPosted: Sun 18 Mar 2012 04:49 
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One other point. You can't expect one or two artillery to make this work. By "barrage" I mean corrected fire from six tubes or more. At CLOSE range. That has a pretty reasonable success of a kill or at least a stun. Follow it up immediately with infantry and tanks of your own.


Last edited by Slaughtersun on Sun 18 Mar 2012 04:54, edited 1 time in total.

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 Post subject: Re: Doom Fortresses
PostPosted: Sun 18 Mar 2012 04:53 
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Slaughtersun wrote:
One other point. You can't expect one or two artillery to make this work. By "barrage" I mean corrected fire from six tubes or more. That has a pretty reasonable success of a kill or at least a stun. Follow it up immediately with infantry and tanks of your own.

2-4 mortars wont kill it but the acc and fire rate will stun it and neutralize it. No need to put SPGs so close.


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 Post subject: Re: Doom Fortresses
PostPosted: Sun 18 Mar 2012 05:01 
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I would just say pound it to death. Following up with tanks will seal the deal but at possible cost. But of course that's the way the game works.


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 Post subject: Re: Doom Fortresses
PostPosted: Sun 18 Mar 2012 05:03 
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Joined: Sat 25 Feb 2012 17:25
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Im still confused as to why you think its necessary to continue attacking these "doom fortresses"


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 Post subject: Re: Doom Fortresses
PostPosted: Sun 18 Mar 2012 05:05 
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Like he says, there are sometimes situations where you want to clear a heavily defended forest.

But the whole question does sound sort of, well, noobish, does it not?


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 Post subject: Re: Doom Fortresses
PostPosted: Sun 18 Mar 2012 07:19 
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So guys here's what you need to do, you need to get like 500 points worth of artillery (600 if you're using Aufs) on the front line, sacrifice a recon vehicle in the hopes that you make it past the infantry, and then pound the maybe-spotted flametank with now-uncorrected artillery fire and hope the tank doesn't move and isn't reinforced during this barrage. If you do all of this and your opponent is an idiot, you will kill a 35 point unit, and you will need to follow this up with a large attack force. It's only like 700-800 points of specialized units to their 100 points worth of units, this is a perfectly reasonable counter I don't see why all you noobs have a problem with it.


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 Post subject: Re: Doom Fortresses
PostPosted: Sun 18 Mar 2012 07:21 
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The tank isn't alne, you will take a bit of the infantry laying around with you too.

Also, no need for a reconaissance unit, an empty cheap transport carrier is enough.

And, as usual, move around.

The poinst isn't in killing it, it is in making it move away from the bloody forest!

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