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How to plan a good attack on 1 hex
01-26-2010, 08:18 PM,
#1
How to plan a good attack on 1 hex
I will start with a few question :

Why when I try to attack a shitty position of Patton (1 russian cav and 1 tank fortified), with 4 Panzer, 5 infantery, 2 art, some air unit on support, with an attack and defense strengh at 8 against 1 on ground and 3 against 1 on air, it seems impossible for me to take the position.

But when HE attacks me, on a position where I have 5-6 good entrenched or fortified units, he attacks me with less unit, and it is magical, he pushes me like he was striking into a cream.

Same with Kru....

It is really really really frustrating and cut me the motivation to play..
Sometime I tempted to think that they are cheating.

Actually I think there is some critical and subtil detail to know when we plan an attack, and I would like to get some advices.

thanks.
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01-28-2010, 09:11 AM,
#2
RE: How to plan a good attack on 1 hex
Somehow, I don't recall you sending me turn recently.
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01-28-2010, 11:27 PM,
#3
RE: How to plan a good attack on 1 hex
If you want to send me a past position (not your current move, that wouldn't be fair), with your password, I'll be happy to take a look at it; usually the explanation is entrenchment/fortification (which will not usually be visible to the attacker); coupled with a defender set on "ignore losses", and perhaps some armor in the hex. Pre-attack bombardment and engineers are helpful in digging out the entrenched; and if armor's there, some anti-tank weapons, or tanks, will often be necessary to move them back.

The new flanking rules (explained in the "whatsnew" file which came with TOAW III) help the attacker, if you can achieve the criteria for a flanking attack. Flank & surround attacks can cause even enemy armor to evaporate or surrender.

Supply status of the forces involved is of course very important.

I would say the main thing is usually entrenchment. It is important in this game to attack where the enemy is weak, or where he is not. Sometimes you have to try to go right through him, but that's not the best.

Good luck, and don't give up! The two opponents you mentioned are some of the toughest, you can move down the ladder a bit and issue a challenge to someone not quite so experienced!
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01-29-2010, 10:27 PM, (This post was last modified: 01-29-2010, 10:28 PM by Amnesia.)
#4
RE: How to plan a good attack on 1 hex
Can you develop a little bit about the pre attack with enginers ?

I will send you my Blau game, I trust you I don't think you will contact Patton to tell him something.

After a few battle, I can say that I will completly stop to play kru, this man is a boot, he is not human..it is not even fun.

But Patton is a passioning opponent, since I got a draw with him, every hope are possible. If he beats me, I won't move on the leaderboard. If I draw him, I fucking jump..

I am 100% sure to get a draw with him when I will take russian forces on Blau. As sure as I was against Kru in Korea..:chin:
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01-29-2010, 11:59 PM,
#5
RE: How to plan a good attack on 1 hex
I can't find anything in the manual about engineers reducing fort level, altho I believe it was in a prior manual; anyway, it seems to me to help, perhaps I'm imagining it.

But artillery bombardment is covered in the manual:

"ARTILLERY VS. ENTRENCHMENTS

"Artillery can lower the effectiveness of prepared defensive positions during combat. The effect is intended to model the earth churning tendencies of heavy artillery and is tied to the weight of individual shells. Heavier pieces are much more effective than lighter pieces. MRL's (multiple rocket launchers) generally do not receive this advantage. While the anti-personnel strengths of heavy artillery may seem weak (due to very low rates of fire), weapons of 150mm or larger can be very effective against entrenched enemies."
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01-30-2010, 08:08 AM,
#6
RE: How to plan a good attack on 1 hex
Amnesia, am I to understand that you stopped playing with me?. Just like that without telling anything. You should know you can't quit just like that, or you'll forfeit.
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