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Any and all CAV Tactics


SuMicus
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Nadin

 

The object of Rolling Thunder is not the complete dustruction of yer opponent before S/He reaches you... Its porpose is to soften them up so yer OTHER units can clean up. So yeah if you go for a straight IFM battle force yer asking for a @$$whoopin' :wacko: . No matter what tactics a person would use a well balanced force (the yin/yang Principle) would be a must. Long and short range... hard and soft targets... apples and oranges (and sometimes bananas)... obviousily I should have made this more clear in my earlier post... <_< And while the IFM won't do much against a Rhino other then ruin its paint job it can do a little damage to lesser CAVs like Pumas and Spartans. Don't underestimate artillery fire especially in mass numbers :poke:

 

As for the IFM drifting, a good wizzo would conceder this in his attack. If you know the missles are going to drift its best to act accordingly. Also this is where Area of effect comes in handy giving you a better chance of reaching an enemy unit. But if a TL is that important to you a spotter could easily be sent in as a replacement for one of the IFM units.

 

Hopefully, I was more clear this time...

 

One more thing... I find it kind of interesting that you would mention using Mortar teams... hmmmm... that's kind of like Rolling Thunder ::P:

I use a combo of all, aka a solid combined arms aproach

 

But the little guys wiht the Panther ARE the cheapest way to get on board arty... and that is all they are, truly

 

I only sugested them because MOST people under estimate them.

 

That said, you are right, over reliance ON ONE TYPE of unit is kind of dumb, if you know what I mean.

 

Now for the other sometimes considered cheesy unit, but I have found they work well... Tsusikeis.

 

Yep, them Tsusikeis are fun to play with too.

 

::D:

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Addendumn to all - always try to play and have fun.

 

For example, I played a fun game today, where I took a calculated risk (exposed 2 Harpys, a Jaguar and a Butcher to 4 Chieftan tanks). On average rolls, while I should not have killed all 4 of the tanks, I had the reasonable expectation of killing 1 and damaging the other 2. Didn't happen, and it ultimately cost me the game (since the Butcher got pummeled when they shot back, then moved up to finish him off). Had the dice gone the other way, the game would have been much closer (but not guaranteed by a long shot).

 

You can play the odds all you want, you can try to minimize the risks and study tactics 24/7 - but there will be days where you can't get out of the way of your own dice. Chalk it up to one of those things, enjoy the game, and remember that, in theory, you'll have a day where your dice are perfect.

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always try to play and have fun

 

Excellent point that should not be forgotten. I too once made a move that was risky and cost me dearly, but in the end was well worth it. Basically, I performed a close assault with an APC and 2 infantry bases against a Scorpion. When it was all said and done I was cut to shreds and lost the enitre section after the following turn because of their extensively damaged conditions.

 

The good news... it taught me to learn and know what I'm doing before just throwing my myself into an unused rule (since it was the first time I'd ever performed a close assualt). I learned the hard way about close combat in CAV, but nevertheless... I learned.

 

Oh, the really good news... I managed to outmanuever my opponent to completely wipe his entire force off the board!

 

Throughout the game and to this day we joke about how fun that incident was.

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Hey Nadin...good ta see ya name again (prob coz i'm new to the open forum's)...well one of my fave tactics is to have a couple of Mastodons stuffed at the rear...along side them is a Dictator 70 and a Regent....in one of my last games that section ...turned the enermy into sushi and hardly got there paintwork scratched.... ::D:

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Also much overlooked versatility. By this however I mean having weapons capable of dealing with both hard and soft targets. Look for units which are good at killing both hard and soft targets, I love the Sultan for 2 reasons (1 it looks awesome) but an IFM pack with both excellent hard and soft killing firepower it hard to argue with. Likewise the challenger and starhawk 5 have guns and missiles that are almost equally good at hard and soft killing. By including some of these in a force you ensure you don't get as badly caught out when you opponent turns up with an unexpected force (ie almost all soft).

 

That said however I will save points anywhere I can by removing weapons that don't lend themselves to a units main function, contradiction to the above ? Well I feel no, above I said weapons GOOD at killing both types of target. Now the missile packs on say a dictator won't do much against any hard or soft target so quite often I junk them.

 

So I take a few versatile units and then the rest I strip down to be anti hard or anti soft, the saving in points enabling me to take more units / upgrades etc.

 

Stuart

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It's worth mentioning that while the following concept is probably realized by most, it very often is not carried out.

 

People need to develop a greater sense of awareness.

 

I see some evidence of this in these posts. I think if players would literally set out with a goal in mind and then play to that end while taking careful notes of what occurs as a result, he would really learn some things.

 

example... my next few games I am literally going to field nothing but IFM specialist CAV units. So, throughout the game, determine what the opponent is doing and hypothesize why he is doing that? Perhaps ask the opponent afterwards to get some feedback. Ask yourself questions like: how effective was my IFM barrage against this type target versus that type target? Did my opponent move that unit there and this unit here because of my force composition? Did I get the desired effect I was looking for? Did I stick with the strengths of my units or get sidetracked? What dictated the flow of the game?

 

Sitting down with "CLEAR" objectives in mind then jotting down some notes about what transpires is a GREAT way to learn. I have to remind myself to do this to actually learn something, otherwise it just goes right over my head.

 

Know your Role

Well said; try maintaining a fairly constant Table of Organization for a year, and adapting it to various situations as you play from game to game. After a while, you understand the strengths and weakness' of your army arrangement, and develop tactics based on that experience............

 

Also much overlooked versatility. By this however I mean having weapons capable of dealing with both hard and soft targets. Look for units which are good at killing both hard and soft targets, I love the Sultan for 2 reasons (1 it looks awesome) but an IFM pack with both excellent hard and soft killing firepower it hard to argue with. Likewise the challenger and starhawk 5 have guns and missiles that are almost equally good at hard and soft killing. By including some of these in a force you ensure you don't get as badly caught out when you opponent turns up with an unexpected force (ie almost all soft).

 

Maintain Balance

Wise words from my commanding officer! especially on any unit you designate as a "flanking" or "manuever" element; what good is a flank if it'll get stopped or delayed by a few units outside of your primary weapon's role.

 

Example; your trying to press foreward with a few dictators to meet an enemy CAV, but a section of AT23 infantry stand in your way. Your "flank" is shot!!!! or you have to wait for your initiative to pull up a few soft killer specialists. Why waste time?.............

 

Be Fluid in Battle.

go ahead, shoot my starhawk! I'll pull him back and pull up another one in his place, maybe 2. maybe even in the next initiative........

 

Roll with a Blitz

You can't shoot what isn't there.......

 

Death of a Thousand Papercuts

.............

 

Unfold your wings and catch the worm

.............

 

to stay on course, means you roll with force

............

 

The rest I leave to you to figure out...........

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Hey Nadin...good ta see ya name again (prob coz i'm new to the open forum's)...well one of my fave tactics is to have a couple of Mastodons stuffed at the rear...along side them is a Dictator 70 and a Regent....in one of my last games that section ...turned the enermy into sushi and hardly got there paintwork scratched.... ::D:

Hey that is good to know.

 

Will be using some 88 in a scenario over the summer (don't ask, WW II gear... either the 88 or the 10.5, depenidng which actual arty we can get and get painted)

 

That said, these days the cruel reality is... I do not have that much time to play CAV, or anything else... between building terrain for the store and writing fluff, and D20 material... well kinda of busy.

 

Will have to find time to play a game... with all that dang good lookng terrain we are producing, it looks like I will have to play a game... flames of war, CAV, Heavy Gear, whichever. Regardless solid combined arms, and yep, HAVE FUN... that is all that matters when playing a game.

 

As to the actual arty... coming up wiht the stats will be very easy... as is, if they start firing, the attacker lost the scenario anyway... just like... oh the real deal.

 

::D:

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Nadin

 

The object of Rolling Thunder is not the complete dustruction of yer opponent before S/He reaches you... Its porpose is to soften them up so yer OTHER units can clean up. So yeah if you go for a straight IFM battle force yer asking for a @$$whoopin' :wacko: . No matter what tactics a person would use a well balanced force (the yin/yang Principle) would be a must. Long and short range... hard and soft targets... apples and oranges (and sometimes bananas)... obviousily I should have made this more clear in my earlier post...  <_< And while the IFM won't do much against a Rhino other then ruin its paint job it can do a little damage to lesser CAVs like Pumas and Spartans. Don't underestimate artillery fire especially in mass numbers :poke:

 

As for the IFM drifting, a good wizzo would conceder this in his attack. If you know the missles are going to drift its best to act accordingly. Also this is where Area of effect comes in handy giving you a better chance of reaching an enemy unit. But if a TL is that important to you a spotter could easily be sent in as a replacement for one of the IFM units.

 

Hopefully, I was more clear this time...

 

One more thing... I find it kind of interesting that you would mention using Mortar teams... hmmmm... that's kind of like Rolling Thunder ::P:

I use a combo of all, aka a solid combined arms aproach

 

But the little guys wiht the Panther ARE the cheapest way to get on board arty... and that is all they are, truly

 

I only sugested them because MOST people under estimate them.

 

That said, you are right, over reliance ON ONE TYPE of unit is kind of dumb, if you know what I mean.

 

Now for the other sometimes considered cheesy unit, but I have found they work well... Tsusikeis.

 

Yep, them Tsusikeis are fun to play with too.

 

::D:

She's more expensive, but put a chainlock pod on a Sovereign, and team that up with the mortar units. That's a lot of good, cheap indirect fire.

 

The problem with the Panther is that it isn't really good for much besides its chainlock. Its guns aren't worth speaking of, and it gets whacked easy. Its ECCM pod is wasted money if you're using it as an IFM targeter. The S III actually puts some pain on people while the mortars do their work.

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Hey Nadin...good ta see ya name again (prob coz i'm new to the open forum's)...well one of my fave tactics is to have a couple of Mastodons stuffed at the rear...along side them is a Dictator 70 and a Regent....in one of my last games that section ...turned the enermy into sushi and hardly got there paintwork scratched.... ::D:

I put a Mastodon in the back, with an upgraded WSO, and a Duellist out front, with pilot/armor upgrades. Then the ECCM can boost the TL of the Mastodon for major devastation. The Duellist is tough enough to handle some fire, allowing it to close for the ECCM to work.

 

PS

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She's more expensive, but put a chainlock pod on a Sovereign, and team that up with the mortar units. That's a lot of good, cheap indirect fire.

 

Better yet if you have the points, put a Chainlock pod on a Thunderbird instead of the Sov III. Very nasty!!

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She's more expensive, but put a chainlock pod on a Sovereign, and team that up with the mortar units. That's a lot of good, cheap indirect fire.

 

Better yet if you have the points, put a Chainlock pod on a Thunderbird instead of the Sov III. Very nasty!!

Yeah, but that pod eats power. The Sov III can move and IF as long as the IFM lasts while running the chainlock.

 

But the T-bird is a great defense for those mortar teams. Can't run up and squish the littles with a T-bird standing there.

 

PS

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Sure you can - if you use the right sort of unit to squish the mortar teams. Sabres or air units (both soft units) work well - fast, decent range and move, and cheap enough that if you lose a couple in taking out 3 or 4 stands of heavy mortars, you're still on the plus side.

 

The T-bird is going to cause a Sabretooth, Khan or Puma to have second thoughts, but if the terrain is open, they can move up, take the shot and duck back. If the terrain is dense, then they can avoid the main guns of the T-bird and expose themselves only to the concentrated IF - which is enough to deter most commanders.

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almost any modern or futeristic game I have come across this seems to help. for this tactic you will need an artillery section,a heavy section,a realy fast section,and a mop-up section.

all right first of all use your artillery sectoin to bomb anything that comes in range, second move your realy heavy section IN A LINE DO NOT BREAK THIS SECTION UP NO MATTER WHAT KEEPO THEM IN A LINE your fast section should be there for backup like say 1 of your really heavy CAVs gets surrounded you have these guys come in and consintrate all fire on 1 or 2 CAVs and of course your mop-up is there so you dont waste a rhino to kill of a kawn on its last dammage track

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