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1) Concentrate your AT. I made a huge mistake in trying to spread my 88s apart to try and cover all the ground the red army would be chewing up. After realizing this meant that you would usually be going up against 30 tanks shooting against 1 88 at once, it was too late for me to fix. Next time I want to put my field arty and 88's along with my 5cm guns together in the town where they all have direct support of one another.
2) Be resourceful. I wish that I used my 10.5cm artillery more for direct AT support. Especially on the right flank (west side of map). Flamethrower infantry should be set up to ambush.
3) Make sure to concentrate your two panzer platoons as well, and try to set them up in ambush or in a way they can cause cross fire or enfilade fire. Don't let them go in one battlegroup at a time. Set up BEHIND treelines in the night turns so you are within 200 meters of soviet armour.
5) DON'T give up ground. I made this mistake thinking I could "counter-attack" later. HA.
6) Get lucky with airstrikes:)
7) You know all about this but for those who don't, avoid making the mistake of "marching" valuable armour into assaults where you can't place them. I did this like an idiot.
All in all a great campaign, even if I couldn't eek out the win. Curious to hear others tips as well.
And yes, it was a really good challenge and most problems you mention I encountered as well, but everything in the arsenal had its mostly very short moment of glory, even the 3.7 mm PAKs managed to kill T-34s. And the air force safed the day on two occasions.
The "arrived" mechanic fits the scenario perfectly I think. It was very hard to move 88s and other heavy guns at all and I find it very nice that you can now have severe drawbacks if you move them in what is effectively a tank assault.
https://steamcommunity.com/sharedfiles/filedetails/?id=1754574593
https://steamcommunity.com/sharedfiles/filedetails/?id=1754574705
Nice kill count on those tanks!
So now in turn eleven I have no tanks at all, no AT guns except some 88s and a few small ones somewhere and almost depleted infantry. The enemy has finally run out of functional tanks it seems, but still has at least up to ten damaged ones that are used to defend VP points. So the campaign is not going anywhere anymore it seems. The rest is probably just atritional fighting to the end with nothing major.
When I concentrated, planned and tried hard I decided to pull back, dig in and consolidate and hold my armour as a counterattacking force. Several times I got more than 150 kills and >250 Heavily Wounded by waiting patiently and then springing ambushes and then counterattacking. Even the PzIIs are devastating when counterattacking infantry.
I used the PzIV/F2 as the Queen on my chessboard. It sits well back behind the others and I always hide it in cover and micromanage it, taking quick shots and then reversing (turn off Fire At Will so it actually reverses instead of getting killed while reloading). The KV-1s are my biggest priority and I plan a flexible defense around their appearance. I try to get them into areas where I can unleash 3-4 different weapons on them at once rather than try the long range 88 sniping match I so often lost on my familiarisation run.
I gave up front slope defense, I don't defend obvious artillery targets and I try to never have a slugging match with armour. I also don't send the StuGs after anything other than light tanks or to ambush T-34s from the side.
It's a struggle and a challenge and I look forward to playing it again after the Voronezh campaign.
All in all the left side map including the village is a cake walk. It's the right side will all of those tanks that makes me scratch my head at the best solution.
Yay, more infantry for the meat- grinder.
I think we discussed this in an earlier thread. I'm not a fan of abusing the map mechanics. IRL the enemy could easily have fit more BGs into the open terrain in front of the village. In fact open terrain could perhaps get 3 nodes and bad terrain could get 2 to reflect this kind of opportunity for force concentration.
For me the answer is terrain, airstrikes, force management and counterattacks. You can remove most platoons from a BG and add artillery spotters to it by adding command squads and right-clicking on the BG icon to select the exact spotter you want for the primary commander (e.g. getting high calibre rockets to disable enemy armour on obvious axes of advance).
This way you can fight delaying actions by accepting battle on Turn 2 (fighting in the dark is pointless with the KV-1s currently able to 1-shot your AT in the dark), positioning your men at the very rear of the battle map and using off-map artillery and airstrikes to whittle down the Soviets, and then withdraw your forces. Make sure you leave a space on the road to Borki so your BG can retreat instead of routing, and don't leave it too late to retreat.
This doesn't feel gamey to me because it's not an exploit, it's a proven rearguard tactic. If you have air superiority, why not use it. If the Soviets have to attack, why not draw them in.
So you can hold the village in the SW of the map without exploiting the map limitations, withdraw your left flank in rearguard actions and then counterattack down your extreme left flank when your armoured reserve is available, concentrating both armoured BGs for maximum effect.
Seems to me also that tanks see too well when hatched,especially in terrain that wouldn't suggest that (towns and forests),while AT guns are often blind and deaf to nearby tanks.
This is an old thread. Spotting and visibility and many other related things have changed a lot since then! An example: Update 10/18/2019 added "Dead Zones" for tanks:
"15) Dead zones for vehicles are calculated based on the number of active crewmembers and the location of observation devices."
https://steamcommunity.com/games/312980/announcements/detail/1554231152198952707
Yes, the game mechanic has changed quite a lot since the summer!
But this campaign is still hard as hell. In that way, it's a nice change of pace from the regular campaigns and is a sort of morbid fun, kind of like playing football in a summer thunderstorm with lightning bolts crashing all around as everybody slips in the mud and wonders who is going to be the first to break a bone or be electrocuted. I tried it (as the Germans) a few weeks ago and after the second turn decided to take a break to embark on a workshop course entitled "How to Use Your Flak 36 Effectively and Not Die." Still doing the homework for that, plus waiting to see if there will be any more changes to the 88mm -- maybe a nice revised 360 degree Level 2 trench system to enhance survivability of crew and gun?? Gotta have hope.
i use your sideways placing of 88's to increase front survivability...works great so far