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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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