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Lurker
07 Sep 06, 20:39
Lets get the topic of gameyness out of the way now. Some people think that setting woods, buildings & wheat fields on fire to deny them to the enemy and block LOS in a defensive situation is a gamey tactic, i say not so! It was done in the war so why cant we do it in the game? I have rarely used flame inf but have used vehicular flamers.

As to the gamey aspects I admit my impulse is consider purposely setting a woods aflame is a bit gamey. However I like your point that it was done in real life so why not. Many things were used in RL that weren't intented to be used that way, but someone would get creative and find an original use.
Besides, it was common for a defense in a prepared D setting to level woods that were considered to be a problem. That can't be done in CM and with AI maps we may frequently get settings that have woods masses in key areas where a prepared defender would never have allowed. So flaming it would be one method.
IMO for an unprepared defense then it's even more appropriate. Of course the attacker may not like it too much. :)

TacCovert4
08 Sep 06, 10:49
Flamethrowers are unmatched in Urban warfare. The ability to set buildings on fire as you retreat is definitely an important part of any urban defense.

Palantir
08 Sep 06, 12:15
If it was automatic that every flamethrower shot set a woods or building on fire then it might be gamey, AND if you could set the number of shots a FT unleashed. But since it isn't and you can't I don't consider it a gamey tactic but a calculated tactical decision.

You have a better chance at setting a building on fire by shooting off a bazooka or PZ-faust while inside it.

The key to limiting the # of bursts a FT takes (if you can plan it) is to delay his shooting until the last 10-15 seconds of a turn. That way if the area burns the following turn you can stop him targeting.

Palantir
08 Sep 06, 12:19
Original first post & posted by "KGPANZERSCHRECK" (screwed up by me :mad: sorry Kent)

Flame Thrower Tactics - by "KGPANZERSCHRECK"

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Id like to start a thread on Flame Thrower tactics. Im interested as to how you guys use them, if you use them at all. So chime in if you like them, and if you do why and how you use them.

First of all, in an Engineer/Pioneer hound. I always have some so ive developed a love for the Flame Team.

American Engineer Flame Teams are the best in the game. Their 45 meter range is unmatched. German and Russian teams come in 2nd and 3rd IMHO. Most of the Allied and Axis minors have pathetic ranged Flame Teams. The Italians for example have a range of only 23 meters!

Now on to tactics.

Lets get the topic of gameyness out of the way now. Some people think that setting woods, buildings & wheat fields on fire to deny them to the enemy and block LOS in a defensive situation is a gamey tactic, i say not so! It was done in the war so why cant we do it in the game? This isnt something i do all the time. As a matter of fact in 4 years of playing ive only done it once, to great effect i might add, in a situation where i needed all the extra help i could get. I set a patch of woods on fire to block LOS so i could rally some badly shot up troops who were hopelessly pinned. It worked and helped turn a potential loss into a draw.

I belive the best thing Flame teams are good for are ambushing. Ambushing anything, be it Infantry or Vehicles or Armor. Many a time i have Flamed a floolish foe who wandered too close to my lines. The key to keeping your Flame Teams alive after they shoot is having some supporting Infantry nearby. They can keep hatches closed on AFV's for that all important follow up shot, or keep that Infantry pinned so the Flame Team can finnish its work. Alot of people make the mistake of putting their Flame Teams out alone as one shot suicide teams and hope they get off one or two good shots before they die. This is a bad idea. If you support them, and if they are verteran or crack teams, which is what i always buy, they will almost always take that first burst and stand back up and fire back. The key is they need support!

Flame Teams are also good for taking out Bunkers. Just make sure you have something they can ride in, preferably a halftrack, to flank the Bunker and the just bail him out behind it and torch away! This is of course after you have made sure the coast is clear of supporting enemy units around the Bunker!
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Kampfgruppe - A Wargaming Clan Since 1998

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KGPanzerschrecK
08 Sep 06, 12:46
I wondered what happened, the links dont work in the email messages i get.

KGPanzerschrecK
12 Sep 06, 12:20
Anyone else have anything to add to this thread? Any tactics, stories or thoughts? Please chime in.

Stndrtnfhr
12 Sep 06, 18:04
One point to make. Engage bunkers at max flamethrower range. when they explode you take casualties from falling debris if too close. :OHNO: I found that out the hard way.

Stndrtnfhr Out!