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For attack, where the most difficult part. If you can't do it, don't force them. I always risk spotter on the front, especially with preplanned fire mission. Guard them well.
Achieve fire superiority so your spotter can move freely, don't go thirsty over large enemy forces. Drop concentrated barrage instead of area barage. You cannot win blowing all enemies to smithereens, but few concentrated shells can at least help your infantry platoon a breathing space to advance. There is no shame shelling a single trench of enemy squad. If you can do it, go for it.
I had lost spotters to risky manuever, maybe being artillery dependent is not a good idea. Best to rely on whatever forces avaliable to do the job.
Yes good points here. I always tend to hide them far behind the line, ending up doing almost nothing during the battle… But the risk is real, as the lost of spotter is a permanent one. Will give a try to keep them near the front while advancing.
Hellian
Yeah that would be a cool feature!! I guess the parameters to take into account are too difficult to integrate in a game system. Same here, for larger battles, wanting to avoid excessive micro, some of the spotters are simply forgotten…
Unfortunately, the secret of this simulator is a simple truth.
1.The enemy advances directly to the marked points as ants.
All you have to do is put observers at these points, and when they arrive, you have fire squares for long-range artillery.
2.Then it will be destroyed by off map artillery.
3.Only now can you counterattack. Only after the enemy was almost completely destroyed.
The enemy will march on you for about 3 hours. He'll leave you for the last 1 hour because he's running out of infantry. So you attack the enemy's empty positions and take over the entire map almost without loss.
4.As long as the enemy is still marching like an ant, you are still defending yourself. You must play the setting for 4 hours. This is realistic.
It would then be too easy to fight.