Re: Help this poor Vac-Head
From: Glenn M Wilson <triphibious@j...>
Date: Thu, 04 Oct 2001 21:56:54 EDT
Subject: Re: Help this poor Vac-Head
YEAH!
Okay, I like the infantry even if I am a DS2 fanatic.
Only Engineers are more fun (when the rules use them right.)
Gracias,
Glenn/Triphibious@juno.com
This is my Science Fiction Alter Ego E-mail address.
Historical - Warbeads@juno.com
Fantasy and 6mm - dwarf_warrior@juno.com
On Thu, 4 Oct 2001 17:12:07 -0700 "Don M" <dmaddox1@hot.rr.com> writes:
>
>----- Original Message -----
>From: Andrew Martin <Al.Bri@xtra.co.nz>
>To: <gzg-l@csua.berkeley.edu>
>Sent: Thursday, October 04, 2001 2:29 PM
>Subject: Re: Help this poor Vac-Head
>
>
>> Roger asked:
>> > One big failing all of us had, what do you do with Infantry?
>>
>> Find points you want to keep hold of and dump your infantry there.
>It
>helps
>> if those point are covered in forest as well.
>>
>> If you're playing on a desert-like terrain, send them home, as
>they're
>"just
>> useless mouths to feed" as one British general said in the desert in
>WWII.
>
>Send them into crap terrain to dig out other infantry stuck in crap
>terrain.
>
>Put them in crap terrain overlooking someone's nice maneuver corrider
>and
>shoot GMS/Ls at everything that drives past.
>
>Ambush (using hidden deployment rules) tanks with buzzbombs.
>
>Anything you please in urban situations.
>
>Escort your tanks into urban situations--keeping the guys with
>buzzbombs
>away. This is a synergistic thing. Your infantry find the enemy and
>pin
>them, your tanks knock down the buildings they are hiding in. For a
>detailed discussion, see: Battle of Berlin, 1945. Direct fire
>artillery is
>a Good Thing for this.
>
>Hide on a hill in the woods and call for artillery all over the damn
>place.
>This is really cool--you buy 1 cheap APC for 22 points (CFE, Fast
>Tracked,
>Size 2, Armor 2) plus shell out another 70 points for a FIST team
>(Line team
>+ Artillery Observation). So now you don't have to make a decision
>whether
>you want to shoot your tank's gun or call for artillery this turn.
>
>Desert options: As above, but only if you've had time to dig them in.
>
>On the attack, you are limited somewhat. The best idea is to take a
>book
>from the old Dragoon model. You send them in IFVs close to pieces of
>terrain you want, then use a coordinated attack to drive out whoever
>is
>there now, and then park your guys and let them cover your tanker's
>advance
>with GMSs.
>
>Superior GMSs are the best thing going for infantry. I've currently
>got one
>or 2 per platoon. You could do more. They swat light armor EASY, and
>disrupt and sometimes whack heavy armor. To operate in a hig-density
>Superior GMS environment, you have to shell out 45 points per vehicle.
> So
>for 240 points (3 platoons, 2 missles per platoon, 40 points per
>missle),
>you have forced your enemy to shell out (in a company-sized game),
>maybe 700
>points. 3 for 1 value. If they don't buy superior ECM, they tend to
>get
>swatted by by superior GMS, so you only have to kill 2 tanks in the
>whole
>damn game to make your points.
>
>I once used a light infantry company to clobber a heavy armored
>batallion,
>reinforced with mechanized infantry. I designed the scenario as a
>delaying
>action--infantry delays an armored attack in a town, while engineers
>rig a
>bridge for demolitions. I inflicted nearly 50% casualties, rigged the
>bridge for demolitions, withdrew the engineers and infantry, and blew
>the
>bridge. Total casualties: 9 stands of infantry.
>
>John M. Atkinson
>on Don's account
>
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