** Under Construction **
This page will host a series of links to tactical tips and discussion - hopefully helpful to new players and old alike, you're not too old to learn new tricks now are you!?
2.Deployment ideas and objective placement, and some Mission specific tips
A good summary from GUNNM - from BF forums:
I'm playing infantry against tanks - I place objectives in or near terrain.
I'm playing tanks against infantry - I place objectives in the open, more than 10cm away from terrain.
I'm playing tanks vs tanks - Not very important.
I'm playing infantry vs infantry, I place objectives that are easy for me to reach but hard for him.
Free for all - I spread out the objectives I place to make him spread
out. I then try to engage in a firefight at a point where I can bring as
much of my force as possible against a limited enemy force to slowly
thin down his lines. A rush for an objective is possible a few turns in
if things go my way.
Encounter - I place the objective in my
half close to a corner (2/3 chance for reinforcements to enter near it
then), I place the objective on my opponents half a decent distance from
the objective he placed. I start with the slow and strong units on the
table. Fast or weak units start in reserve (fast units because they can
enter the fight faster from reserves. I hold them off until my reserves
arrive, hopefully drawing some of his units too far away from where his
reserves arrive to be without support.
Dust up - I place my
defensive objective as close to my arriving reserves as possible. My
offensive objective as close to me as possible. I usually set up a
strong line against his arriving reserves to destroy them as they
arrive. My own reserves engage his starting force. I rarely go for the
No Retreat - When attacking I go for the
closest objective. Sometimes as a feint to then sneak in a fast unit to
steal the rear objective if possible. When defending I focus on
defending the front objective. The rear objective that I place myself is
often placed so it can be defended by the reserves as they arrive.
Hold the line - Same as No retreat when attacking. When defending I
will have to put some thought at defending the rear objective since the
reserves can sometimes wait until turn 5 before they arrive.
Pincer - Same as hold the line.
Surrounded - When attacking I spread out the objectives and then try to
focus on attacking from one direction, keeping some forces on the other
side ready to threaten the opposite objective so he needs to keep some
troops away from the fight. When defending I will have to rely on a good
setup. This is one of the missions that is the reason to why I always
add a fast response to my list. It will be intense, just hold in there
and take out the attack one piece at a time.
Withdrawal - As attacker you can attack one or two objectives. If you
attack one, then the fight for it needs to start at turn 4 at the
latest. If you attack two objectives simultaneously, then you need to
start the fight for them at turn 5 at the latest. Otherwise the fight
might draw out too long and the objective is removed from under your
nose. If you run out of time, then kill kill kill! As the defender, just
stall for time at every turn. Emphasis on not losing teams or even
Hasty Attack - Very similar to Encounter
Cauldron - When defending, play defensively... Remember that he can not
take the objective before turn 6. Alternatively, you can play very
agressively and take the fight to the enemy if he started very spread
out. When attacking, the same thing. No rush. Sometimes it might be a
good idea to wait for his reinforcements and take on them instead of the
Breakthrough - As defender you will need to send
some troops to cover the objectives. Then be prepared to take the full
force of an enemy attack. Prepare a defensive line. Either a static line
if you have plenty of infantry and guns, or a mobile defense and use
the fact that your vehicles have a good chance to arrive in the flanks
of the enemy. When attacking, if against a force with lots of vehicles,
then a strong attack in the first turns might win you the game before
the reserves arrive. Against an infantry force, sneaking in a stronger
flanking force might shock him.
Counterattack - Beware when
attacking. The enemy tanks might arrive in your flank. Or use that and
attack his reserves instead of his main force. When defending, you might
have to atatck across the center of the table to help your reserves.
Either way you will need a plan to defend the objectives outside your
3. Command and Control - some tip about staying in command - what you can and can't do!
4. Shooting - What to shoot at, and with what, and what results you can expect - perhaps a bit of Fow-Math-probability - but if you're good at rolling sixes you'll do just fine!
5. Assault! - The all importatant phase - games are won and lost by assaults. How to set them up to succeed, and how best to defend against them.