

Some knowledge of historical tactics will certainly help. The more efficient you are when attacking the faster you'll be able to move forward to the next objective, and the faster you destroy enemy units the less opportuities they'll have to fight back.Ģa/ Use your units in their specific role

A typical strong line should be made by patches of 2 or 3 units in proper terrain backed up by artillery, and maybe one or two hexes gap in between each patch. Leaving only one unit every 3 hexes is not so good in practice, because the enemy can destroy one of your units or force a retreat to easily open your line. Whether you are on defense or on offense it is important to protect your rear area, to deny the enemy the possibilities to attack your weaker support units or worse too infiltrate and recapture some objectives that you had previously captured, this could really ruin your scenario.

Consider a line of hexes, if you have a unit every 3 hexes, that is with 2 empty hexes between each of your units the enemy won't be able to move through your line. I'm not sure of the threshold, but it is clear that the AI don't make poor odds attacks, (although it should IMHO, especially Soviets when they have a large quantity of troops advantage)Īll units, except aircrafts exert a Zone of Control (ZoC), it means that enemy units must stop their movement if they enter any hex adjacent to your units. Something important to keep in mind, is that if the AI think that its own attack would cause him more damage than it does, it will cancel its attack altogether. If you can try to keep at least some fighters unmoved, until the end of your turns, and once all your ground units are moved try to place your fighters to cover your ground forces efficiently. Note that heroes that gives, non self propelled artillery, a 1pt movement bonus are really precious. There is no hard rules, but I suggest having 1 artillery for 3 or 4 of your frontline ground units.Īnd if possible some mobile artillery to follow your armored spearheads. In the end the enemy will roll less attack dice. If the enemy attacks one of your units protected by artillery, your artillery will fire first thereby suppressing some enemy units and maybe inflicting a few casualties too. So try as much as you can to keep artillery units just one hex behind your fronltine units. However protecting your frontline ground units with artillery is a CRITICAL way to improve your performances. It is not easy to use this benefits for aircrafts as it is difficult to predict where the enemy aircrafts will strike because of their large movement allowance. Suppose you have a weak vehicle, if you think you might be attacked by a much stronger vehicle you may prefer to put your weak vehicle in close terrain to reduce the stronger vehicle initiative and Ground Defense.Īrtillery, fighters aircraft, and Anti Air units, are the only units in the game capable of Reaction Fire, that is firing during the enemy turn.

Note that infantry units Initiative is not capped in close terrain, as their Initiative reflect their training rather than the range of their weapons. So keep your unit with high Initiative in clear terrains. For example your tank with a long barreled gun can engage an enemy unit 1000m away across open field, but if your tank is attacked in a forest the enemy will be able to use the forest to move at close range unharmed. it can represent better training but in this game this also simulates the ability of a unit to engage the enemy at longer ranges. Initiative represent the ability for a unit to engage the enemy unit before the opponent could return fire, hence the enemy suffer some casualties and rolls less dice in return. And for the better tanks there is a huge difference between Ground Defense and Close Defense.įurthermore infantry in close terrain will immediately benefit from a better entrenchment value.ĭuring an attack the terrain of the defending unit is taken into account not he terrain of the attacking unit.Īdditionally In close terrain there is a cap to the Initiative value, press ”F1” and click the “Terrain” tab to get the detailed list. In clear terrain your unit will use its Ground Defense value, but in close terrain the Close Defense value is used instead. On the opposite vehicles are vulnerable in difficult terrains and should stay in clear terrain. Infantry should strive to end their move in close terrain like forests or cities. The first thing to do to preserve your units is to use them in proper terrains. The worst you'll perform early in a scenario the harder the end of the scenario will be. There is an important snowball effect here. So if you reduce the losses you suffer, your own units will be at max strength for longer, and the more damage you'll deal during your attack. Every units roll 1 die for damage for each strength point it has.
