[SG DS] Tactics

6 posts ยท Feb 8 2000 to Feb 8 2000

From: Andrew Martin <Al.Bri@x...>

Date: Tue, 8 Feb 2000 20:59:41 +1300

Subject: [SG DS] Tactics

Chris wrote (in another thread):
> I would like to start a discussion on tactics, stuff like how to use

How to make people make mistakes: Make them nervous. Tell them to rely on luck
(implying their skill is low). Get them to focus on one thing that doesn't
matter (implying that it does matter). Give them bait, and watch them take it.
(poisoned bait).
    Have theme music, and play it loudly during their turns :-).

From: Andrew Martin <Al.Bri@x...>

Date: Tue, 8 Feb 2000 23:34:41 +1300

Subject: Re: [SG DS] Tactics

RE: [SG DS] TacticsNon-intimidation tactics
------------------------
Cover your advances with smoke. When the enemy can't see you, they can't hurt
you.

Fight with unequal forces. Don't match tank with tank, infantry with infantry,
artillery with artillery. Fight tanks with AT, Air with AA, artillery with
strategic weapon or air attacks, infantry with artillery, AT with artillery,
AA with tanks, Strategic weapons with decoys.

Keep your moves opaque when near, clear when far.

Study Sun Tzu, in several translations.

Use hills for armour - it's stronger than the best armour your tanks
carry.
Use forests to hide - they're stealthier than any number of stealth
craft.

A river is bigger antitank trap than the biggest trench your engineers can dig
in a day.

When near, be far away. When far away, be near.

Avoid poisoned bait - it tastes bad and wastes your forces.

After taking a nuke, go home. Your opponent is sure to have three. :-)

One giant battlemech, while impressing the ruler, does little on the
battlefield, but attract pretty mushrooms.

Infantry hold ground, Tanks take ground.

Strategic, Planes and Artillery neither take or hold ground, but stop Tanks
from taking ground and cause Infantry to leave.

Artillery runs out. Be sure to have big stockpiles. Artillery gets hit. Be
sure to have spares.

Battles are like tides, ebbing and flowing. Work the battle to your advantage,
attack on the flow and defend on the ebb. Then, like the tide,
no-one can stop your progress.

From: Andrew Martin <Al.Bri@x...>

Date: Tue, 8 Feb 2000 23:38:40 +1300

Subject: Re: [SG DS] Tactics

Tactics
The best artillery is orbital artillery - it doesn't run out.

From: Owen Glover <oglover@b...>

Date: Tue, 8 Feb 2000 20:57:36 +1000

Subject: RE: [SG DS] Tactics

Ah Psyops!

Chris Ruhl will love a thread on this!

SNIPS

> -----Original Message-----

I guess much of what Andrew is suggesting is intimidation....just don't get
overconfident! Another mistake a person can make!

Seriously though, I don't think anyone in our group plays like this. It
certainly isn't fun for the opponent. I know this is the way a lot of people
in the Ancients comps play; grind your opponent down, staring, obnoxious
comments, jibes etc....I guess it is all in the way both players take it.

On the matter of 'tactics' well, many volumes have been written on small
unit/infantry minor tactics; I guess a thread like this could spin off a
whole new list!

Mentioning artillery brings a question to mind. How many out there use
Artillery/Mortars in their SG games a lot? ie One third or more of
games? It can be such a huge combat mulitplier in a SG game we tend to limit
it severly...

From: Michael Brown <mwbrown@s...>

Date: Tue, 8 Feb 2000 06:33:52 -0800

Subject: RE: [SG DS] Tactics

Weedhopper,

Plan on bad dice, overkill is not a bad thing. Defeat the player, his troops
will follow. (did this a few time playing ACW) Have a plan. Keep it simple,
but have a plan. Oh, BTW, have a plan. (Most gamers don't plan further than
the current turn)

Michael Brown

[quoted original message omitted]

From: Owen Glover <oglover@b...>

Date: Wed, 9 Feb 2000 09:42:08 +1000

Subject: RE: [SG DS] Tactics

> Subject: [SG DS] Tactics

Always support squads. In RL the catch phrase "One foot on the ground" is very
valid. One squad moving another covering. The squad moving may get suppressed
but the fire support will allow it to get out and moving again. In game turns
you should consider something like the Pl Comd activating both squads; one
fires to suppress enemy with view of open ground, the second squad then moves
across. Another possible approach is the covering squad fires then lays smoke
for the moving squad; in it's own turn then the moving squad may use smoke to
cover the final distance if it can't make it in
12".

IAVRs are very good for causing suppressions but some people think this is
gamey. If the enemy has vehicles keep the IAVRs for vehicles. If the enemy is
reasonably known to NOT have armour then IAVRs are very good for this. In
personal experience we would train to engage tree shots with 66mm LAW if we
couldn't use the M203 40mm.

Use Detachments. A lot! If there is a nasty piece of open ground you can split
your squad and send the detachmetn across first then the remainder of the
squad! Reduces casualties. If in a covering position and there are two targets
detachments allow you to engage two targets. you are only trying to suppress
at this stage after all!

Smoke is good! I tend to use smoke as much as I can to cover movement. eg Form
detachment, main body throws smoke, deatchment them moves across open ground
safely. Not just reasonable but realistic. In our games though we tend to
limit smoke; eg 4 per turn or similar. We also discourage the Fire, then Throw
Smoke just so the enemy can't shoot back....

Keep the Pl Comd up close behind the lead squads. If he needs to communicate
he can automatically without needing to roll for comms and can provide fire
support if needed!

There is so much to cover in tactics that you could be going forever! (well,
10 weeks worth actually; that's how long you spend on the Promotion Courses
for Corporal and Sergeant in Australian Army at least).