Redwolf
27 Dec 04, 17:27
I started late but I'm well underway now.
My approach and hence choice of force was pretty simple:
IMHO the best way to win against the superior numbers of British tanks (tanks with good anti-tank capability are very cheap for the British, but the Germans either pay premium or are limited to 50mm Marders) is: fire superiority.
I know I sound like an American, but this is really the only thing where the Germans shine - long range duels. The map is suitable to seek 1000-1300 meter duels.
The suitable vehicles are the Pz IV lang and the Marder with the Russian gun (50mm front armor). For whatever reason, the Russian gun has better hit probablity than the 75mm L/43 at 1300 meters, otherwise I'd went all Pz IV.
I chose crack quality all along (highest quality selectable), so that I could concentrate the most firepower in one spot (more cheaper tanks need more space and may not be in LOS when it counts). They also react within 2 seconds, which might be decisive if you seek or avoid engagement.
I ended up with 4 platoons of Pz IVG (80mm hull) and 4 platoons of Marders with the Russian gun, plus one extra regular Marder.
My tactics are pretty simple:
- the bulk of the force occupies the large high ground overlooking the flags and much of the enemy zone
- one platoon of Pz IV on the near small hill to the right
- one platoon of Marders on that near bump in the middle
- one flanking party of a platoon of Pz IV goes left
I should probably post a screenshot.
So far it went soso. I the middle and on might collections of U.S. tanks appered. Shermans took good hits, some are dead. A flanking of Stuarts on my right has been stopped cold, they are pinned down. At those ranges, with me permanently dominating LOS my opponent had to go to scoot-and shoot. He doesn't hit much and gets hit often.
On the less positive side, a big bunch of 57mm Churchills went to the flags through the low ground left of it. Those scored some hits on me, as they could close in to a range where I can't play the range advantage anymore, partly using the trees as cover. The middle overwatch platoon cannot reach them in their valley, so they are trading 1:1 with my Panzers at too short range. I got some gun damages from 57mm penetrations. They also killed 3 of 4 Pz IV in my left platoon (my stupidity). The Churchills are very tough, they survive quite a few hits from my 75 and 76mms :mad:
My opponent voiced concern about my lack of maneuver :). The game will show whether I have a point. Clearly I don't dominate the ground as much as I wished towards my left where the Churchills are, although it works in the middle and the right.
I don't know what quality his tanks are. If they are cheap, then I'm in trouble as he is losing a lot less victory points per traded kill than I do with crack Pz IV langs.
One thing I find annoying is that shooting-and-scooting Shermans always aquire a target faster than my standing tanks see them. Clearly, an unbuttoned standing tank, much more 20 of them, will see an enemy tank coming over a ridge faster than that tank can shoot. Not so in CM, I always hear their MGs open up long before they become visible. If it did, the scooters would be all dead by now and I could take care of the Churchills.
My approach and hence choice of force was pretty simple:
IMHO the best way to win against the superior numbers of British tanks (tanks with good anti-tank capability are very cheap for the British, but the Germans either pay premium or are limited to 50mm Marders) is: fire superiority.
I know I sound like an American, but this is really the only thing where the Germans shine - long range duels. The map is suitable to seek 1000-1300 meter duels.
The suitable vehicles are the Pz IV lang and the Marder with the Russian gun (50mm front armor). For whatever reason, the Russian gun has better hit probablity than the 75mm L/43 at 1300 meters, otherwise I'd went all Pz IV.
I chose crack quality all along (highest quality selectable), so that I could concentrate the most firepower in one spot (more cheaper tanks need more space and may not be in LOS when it counts). They also react within 2 seconds, which might be decisive if you seek or avoid engagement.
I ended up with 4 platoons of Pz IVG (80mm hull) and 4 platoons of Marders with the Russian gun, plus one extra regular Marder.
My tactics are pretty simple:
- the bulk of the force occupies the large high ground overlooking the flags and much of the enemy zone
- one platoon of Pz IV on the near small hill to the right
- one platoon of Marders on that near bump in the middle
- one flanking party of a platoon of Pz IV goes left
I should probably post a screenshot.
So far it went soso. I the middle and on might collections of U.S. tanks appered. Shermans took good hits, some are dead. A flanking of Stuarts on my right has been stopped cold, they are pinned down. At those ranges, with me permanently dominating LOS my opponent had to go to scoot-and shoot. He doesn't hit much and gets hit often.
On the less positive side, a big bunch of 57mm Churchills went to the flags through the low ground left of it. Those scored some hits on me, as they could close in to a range where I can't play the range advantage anymore, partly using the trees as cover. The middle overwatch platoon cannot reach them in their valley, so they are trading 1:1 with my Panzers at too short range. I got some gun damages from 57mm penetrations. They also killed 3 of 4 Pz IV in my left platoon (my stupidity). The Churchills are very tough, they survive quite a few hits from my 75 and 76mms :mad:
My opponent voiced concern about my lack of maneuver :). The game will show whether I have a point. Clearly I don't dominate the ground as much as I wished towards my left where the Churchills are, although it works in the middle and the right.
I don't know what quality his tanks are. If they are cheap, then I'm in trouble as he is losing a lot less victory points per traded kill than I do with crack Pz IV langs.
One thing I find annoying is that shooting-and-scooting Shermans always aquire a target faster than my standing tanks see them. Clearly, an unbuttoned standing tank, much more 20 of them, will see an enemy tank coming over a ridge faster than that tank can shoot. Not so in CM, I always hear their MGs open up long before they become visible. If it did, the scooters would be all dead by now and I could take care of the Churchills.