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Comrades,
I made a thorough run through the OOBs.
I wish to ephasize one fact. We have 120XBMP2s and 150XBMP1s in our OOB!
They are worth almost 30000 points(30K)! We have equipment and men in value of 150000(150K) Points.
Our armor's value is almost 35000(35K) points.
That means:
We have to use our BMPs the best we can!!!
Wulfir has done some excellent scenarios and playing them will improve our BMP handling skills (beside many other skills).
Those many BMP units will have the task to hold the line from the operational aspect. If we fail to do that we may get encircled which means 1/2 ammo rations to the units.
Artur.
Gun_go_Boom
04 Dec 05, 17:20
We have to use our BMPs the best we can!!!
BMPs, at least in other games I have played with them, are pretty good as AT platforms....that 30mm (or is it larger, I never seem to quite remember exactly how big that main gun is) seems to do some nice damage against enemy armor. So, in a defensive capacity, the BMPs should be ok. However, in an offense, I would have to surmise that the BMP would be good in a supporting role alongside tanks.
Gentleman, a little insight please, as apparently this is where mine seems to run out.
Comrades,
Here I post my views on the usage of a BMP battalion. I have made 2 scenarios Ex06 and Ex07 where I made the defending Battalion's deployment by the principles described here.
1. What makes the BMP very special is it's 5 ATGMs. Other than that it is just a stronger APC. It's ideal use is in defense especially if it is dug in. The BMPs of the battalion have to survive from turn to turn to deliver their ATGMs evry time. If we manage to do so the battalion will cause considerable damage to an attacking enemy.
2. In order to increase the chances of survival of a BMP the following things have to be done.
-a. They must be places in keyholed positions, which means a place with (possibly)long and (always!!!)narrow line of sight. This way it can be spotted much harder and this also decreases the number of units able to shoot at it if it is spotted. The fields of fire will still criss-cross the battlefield giving a chance to hit many of the advancing enemy armor. In this fashion usually one BMP defends a territory before another BMP and vice versa. One hill defending the other and so on. This layout also helps in catching the advancing enemy in the side.
-b. Turn it's weapons off except the ATGM(or sometimes even the ATGM). It decreases the risk of being spotted very measurabely.
-c. Place the carried infantry squad near the BMP. Use the inf Squad's smoke if needed. The inf squad the BMP (and the strela squad if it is available) work as a team. The inf squads protects the BMP in close combat and pops smoke. The BMP does the long range fighting the strela squad does the spotting(because it's small) and keeps Helos away. Inf can also scare off helos a little by shooting at them. Keep them near the BMPs.
-d. Place the BMP in a spot where if you move ONE hex back(or to the side or whereever) and it is in cover! That is behind a forest hex or a slope or both or maybe a house. This way even the TI equipped units will not reach the BMP.
3. The deployment of the battalion.
The key word here is the layered defense. I usually regard one platoon as one entiyty and place the platoons (keeping those from one company together as much as possible) anf form multiple lens of defense. This way when the first line has to withdraw the pursuers can be kept at bay. If you have an SPATGM company attached you can use it's platoons the same ways as the BMPs.
Place the forward platoons to places with good escape routes you WILL have to pull the forward units back. It is their only chance of survival. Fire 1-2 or 3 ATGMs
and pull back! Fimd another good place and repeat.
Take good care of the MANPADS we have 6 Strelas in a soviet BMP battalion and more in the East German and Hungarian Battalions. They can keep Helos away
Place your attached tanks in places where you can move them to any location they may be needed. They are your mobile reserve as they can shoot their main weapon even after moving.
The attached Hinds are treasures, they can spot the enemy's main axis of advance and they can delay the edvancing enemy MBTs very well.
If the situation is dire you have to move your units OFF the map to be able to fight another day. Keep in mind that in WinSPMBT you can do that only on the left and right side of the map!!! Remember to place the units with good escape routes!!!
4. Differences between the BMPs.
The Soviet BMP-2 has the best ATGM with a minimum range of 2. It has an autocannon which is good against the helos but it is weaker against armor.
The East German BMP-1 has an ATGM with minimum range of 2. as well. It has a 75 mm cannon good for support in certain cases but one must NOT rely on that too much.
The Hungarian BMP has an ATGM with a minimum range of 12. That makes it's usage even harder and the initial spots have to be chosen even more carefully.
It has a 75mm cannon.
Summary.
1. use it defensively
2. deploy in spots where it is well hidden and has a good escape route
3. turn weapons off
4. cooperate with the inf squad
5. fire the ATGMs and pull back
7. create layers and and make the different platoons support and cover each other.
There is another opinion that we should put the BMPs in spots with a very broad field of view and turn all weapons off. We have to test that approach as well then we shall see what is more advantageous in different situations.
Comrades, please share your experience with the BMPs here they are the backbone of our force!
Artur.
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