Description of the tactic: “SPIDER’S WEB”
Your opponent will adopt a passive stance and will give you the initiative and space to advance.
As soon as you will start to reach his lines you will be subject of both heavy arty/rockets and very accurate fast mortar arty.
This will have as a result the rooting of specific local task groups.
The next step will be the surgical destruction of these task forces by the use of specialized units like flamethrowers, AT bazookas and AT recon vehicles.
Once the number of your armors will diminish your opponent will engage his armors for a total destruction.
SYMPTOMES:
Your opponent doesn’t lose units in his turn.
Your opponent always knows the exact location of your every unit.
Your opponent will always target your armors with extremely accurate fast mortar barrage.
Your opponent will use enormous amount of AT recon vehicle, AC and fast APC loaded with specialized units.
Your opponent will advance passive snipers (disabled weapon) with a pace of 1 hex per turn.
Your opponent will try to outflank you with fast AC in order to get into your rear and spot your arty position.
Your opponent will place his heavy arty close to the front (covered and unspotted behind hills or forest) in order to strike you with accuracy and deadliness.
Your opponent will always buy companies with extra organic artillery if you don’t state in your guidelines the rule: "Even organic artillery counts towards the agreed arty limit of 10% or 15%". (This will have the result of 20% more arty than you)
Your opponent will use/cheat with the routine of extended recon (fast AC) and then reload, in order to spot every unit of your army, anticipate correctly your tactics and performing very accurate arty strikes.
Your opponent will never step into a minefield, be ambushed or be subject to long range AT reaction fire.
Your opponent will create a lot of smoke during his turn.
REMEDY:
Don’t approach his smoke areas.
Keep your forces in big wide concentrations providing this way support to each other; keep in mind that any isolated unit will be an easy target for your opponent.
Relocate your units to avoid his accurate arty.
Use a lot of counter artillery to keep his artillery moving.
If you are not an experienced player, aim for a draw.
Try to kill his fast AT units.
Don’t set your AT guns to long ranges but better set them to ranges below 6 hexes.
Build minefields.
Pyros
Your opponent will adopt a passive stance and will give you the initiative and space to advance.
As soon as you will start to reach his lines you will be subject of both heavy arty/rockets and very accurate fast mortar arty.
This will have as a result the rooting of specific local task groups.
The next step will be the surgical destruction of these task forces by the use of specialized units like flamethrowers, AT bazookas and AT recon vehicles.
Once the number of your armors will diminish your opponent will engage his armors for a total destruction.
SYMPTOMES:
Your opponent doesn’t lose units in his turn.
Your opponent always knows the exact location of your every unit.
Your opponent will always target your armors with extremely accurate fast mortar barrage.
Your opponent will use enormous amount of AT recon vehicle, AC and fast APC loaded with specialized units.
Your opponent will advance passive snipers (disabled weapon) with a pace of 1 hex per turn.
Your opponent will try to outflank you with fast AC in order to get into your rear and spot your arty position.
Your opponent will place his heavy arty close to the front (covered and unspotted behind hills or forest) in order to strike you with accuracy and deadliness.
Your opponent will always buy companies with extra organic artillery if you don’t state in your guidelines the rule: "Even organic artillery counts towards the agreed arty limit of 10% or 15%". (This will have the result of 20% more arty than you)
Your opponent will use/cheat with the routine of extended recon (fast AC) and then reload, in order to spot every unit of your army, anticipate correctly your tactics and performing very accurate arty strikes.
Your opponent will never step into a minefield, be ambushed or be subject to long range AT reaction fire.
Your opponent will create a lot of smoke during his turn.
REMEDY:
Don’t approach his smoke areas.
Keep your forces in big wide concentrations providing this way support to each other; keep in mind that any isolated unit will be an easy target for your opponent.
Relocate your units to avoid his accurate arty.
Use a lot of counter artillery to keep his artillery moving.
If you are not an experienced player, aim for a draw.
Try to kill his fast AT units.
Don’t set your AT guns to long ranges but better set them to ranges below 6 hexes.
Build minefields.
Pyros