Huib Wrote:If the gun is in a wooden bunker, I'd take Churchill VIIIs, or faster Cromwells with infantry guns (to close the 20 hex gap faster). If it's in a concrete bunker, I'd take Fireflies. Those guns will be dead in one or two turns in any case. IMO you cannot rely on OP fire with any of the AT guns. Fire once, load up and relocate...
Huib - Your Churchill VIIIs best strategy is to close to max range and then advance one hex per turn and firing twice. With such a strategy you will take out the 88s just over 50% of the time.
[Note: at max range the Churchills fire at 6@6:13 (6SP attack at 6 (8*75% for the bunker) vs defence of 3+10=13) that produces an expected loss of .23 per turn. The 88s fire at 4@21:14 (4SPs attack at 19*110% due to the height advantage vs defence of 14) that produces an expected loss of .4
Even though the loss rate is higher for the tankers they have the advantage that they have to be disrupted three times rather than once for the 88s. If the 88s are four separate units the odds drop dramatically for the tanks.
umbro
P.S. There is a tank that will always win against the 88s...