Graviteam Tactics: Mius-Front

Graviteam Tactics: Mius-Front

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Fritz Jan 13, 2018 @ 11:54am
Tactics tutorial (for beginners)
Tactical guide - how to play right.

For beginners

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1st part - Tactics - basic principles

2nd part - Tactics - command Infantry

3rd part - Tactics - Armoured combat

Сorrect application of the orders - Battle orders
Last edited by Fritz; Feb 25, 2018 @ 12:55am
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Showing 1-15 of 27 comments
Shadrach Jan 15, 2018 @ 8:17am 
Good guide, but try to break up the "wall of text" by inserting illustrating images showing the concepts more clearly. Add some paragraphs for readability.

The things you write are good, but very general, and would apply to any game. Make it more specific to the features of Graviteam Tactics.

For instance:
Morale and fatigue - where do I check this? Screenshot.
Supply - how do I check supply lines, how do I read the different icons of the operational map in terms of supply? With images.
How do I check if a unit is depleted and needs to be replaced?
How do I check command structure and communication lines?
Explain the deployment phase and how to read the different squares.

And so on... then I think it will be a *great* guide.
Fritz Jan 15, 2018 @ 10:48am 
Yes you right, this is basic tactics principles wich useful in any game, and this need to know if you play at any serious wargame. But if looking on youtube, looks like not many people know about this...

What about illustrating, yes may be whith it easily to understood, but it not so easy to do, and all this moments has writen at game manual, most with picters, if players can't read manual, they will not read and this guides, I think...

But I'll think what I can do.
Last edited by Fritz; Jan 15, 2018 @ 11:38am
Garviel Loken 1776 Jan 15, 2018 @ 12:51pm 
If you need a hand with anything just let me know and ill be happy to help.
Fritz Jan 15, 2018 @ 9:18pm 
Originally posted by Albus✠:
If you need a hand with anything just let me know and ill be happy to help.
My close plan is to translate else 3 guides, you can see it on russian here in Tutorials section.
I'll think what kind of help I may need. Thanks.
ems Jan 16, 2018 @ 8:19am 
Regarding "from Russian" traslator I've found Yandex translator more effective than Google translator.
Using Yandex translation the text from Your Guides was clear and understandable but need some polishing. (there is a limit - 10000 sings so copy/paste in parts).
Anyway. Thank You.
Fritz Jan 16, 2018 @ 8:47am 
Yes, Yandex really better translating RUS-ENG.
I hope one more part will be at this week, and all other at next.

Also I making rubric "Tactical analysis" of different youtube videos about Graviteam games, where I analyze player and AI tactics and actions, especially mistakes. You can see it here Ссылка [vk.com] And I also want translate it, but not sure if it will.
Last edited by Fritz; Jan 16, 2018 @ 10:07pm
Originally posted by Fritz:
Yes, Yandex really better translating RUS-ENG.
I hope one more part will be at this week, and all other at next.

Also I making rubric "Tactical analysis" of different youtube videos about Graviteam games, where I analyze player and AI tactics and actions, especially mistakes. You can watch it here Ссылка [vk.com] And I also want translate it, but not sure if it will.

I copy and pasted the Tactics: Fight with Tanks guide into yandex and have the full thing, im just going over it now to polish it, though some things are confusing for instance PTO,PTR, PTS, TVET for anti tank guns. Also BK weapons and many other acronyms that I do not understand.


Tactics - fight with tanks
By Fritz
The General principles of combating tanks - learn to play correctly


Tactics - fight with tanks

The tank is the main striking force of ground forces and a powerful means of armed struggle, designed to solve the most important problems in various types of combat, combining firepower, agility and good armour.

So the fight with enemy tanks is one of the most important tasks you have to deal with on the battlefield.
First you need to clearly understand first that Graviteam are serious tactical wargames, and not a simple real-time strategy, and great attention is paid to realistic display of warfare in all aspects; secondly the action of the main part of the game takes place during the Second World War, which was the dawn in the development of military and engineering in the development of the tank troops, in these years, elaborated basic principles on the use of tanks on the battlefield, and therefore measures against them, as well in those years actively developing itself and design ideas, they worked out the many options of designs of tanks and their weapons, and then the tanks began to acquire the classic look, during the war period were recruited the highest rates of development in the production of tanks, completely new types, designs and performance characteristics. Sight of what this time period was not yet developed universal solutions and means to fight tanks, and the decisions yesterday were effective and sufficient, the next day became completely useless, and with that you will have to be considered in the game.

Need to learn what your tank is a expensive engineering design, laid the intellectual and labour resources a large number of people, and therefore it is entrusted with certain tasks and expectations. And this means that you as the player and commander virtual soldiers need to be clearly understood that each tank, of any type is a dangerous enemy, and its destruction is in itself already a great success. Therefore we should not expect in-game destruction in every battle, tanks packs, even damaged and put out of action enemy machine is already a great luck, the game is not limited to one battle, and consists of many consecutive moves, during which you will have to play dozens of battles, and success in each of them is a step to victory in the overall sequence of events, remember this and you will be much easier to play.

You need to understand that the infantry in 1939-43g. could not own personal weapon, to fight effectively against enemy tanks, despite the wide Arsenal of technical means to defeat armored vehicles, the only real power in the hands of the infantry was the PTO (anti-gun), and the main task of the infantry against tanks is the protection of their anti-tank guns of the infantry. However, in the game and in life not everything happens according to plan, and somehow the infantry often have to deal with tanks 1 on 1, so consider, what is it that man can oppose to the car.

Just need to keep in mind, any armored vehicle is not armored monolith, on any machine, there are many different vulnerable locations (hatches, observation devices, ventilation, technological and exhaust ports, etc.), while in the battle machines are in the dynamics, and therefore change the angles of projections and the slopes of the armor, thus no matter what the tabular data on the thickness of armor of a particular projection machine, it is impossible to make an unambiguous conclusion about its vulnerability or invulnerability under the influence of a weapon. Besides, there is always a human factor, which directly affects the combat durability of the machine, because a tank without a crew is just a piece of iron. Thus any PT tools have a chance to destroy any armored vehicle, the only question is the magnitude of this probability.

Another important thing that you need to understand is that not every armor penetration leads to the destruction and damage of armored vehicles, a tank and not a boat from a hole in the hull it will not sink, and therefore the smaller the projectile, the less chance that it will bring any serious damage, and this fully applies to anti-tank guns (PTR) and light grenade launchers.
Infantry against tanks
The tank has significant firepower, and has differentiated armor protection, with the greatest thickness in the frontal projection, and therefore the clash of infantry in the forehead with a tank at long range will lead to serious losses in manpower and is unlikely to bring the tank problem.
The main condition of victory over the tank is to keep him at the distance at which the infantry will have a chance to use their title (i.e. the focus or the closer, the better), and remain undetected.
Position you need to take in the forest, building (houses), on the reverse slopes of the hills, it is necessary to pay attention to the camouflage and stealth action. And the position of the place so that existing long-range PTS (grenade launchers, PTR) was able to deliver flanking fire on the armored vehicles.
Do not open fire on the enemy until he gets close enough, better to focus (assuming that tanks are without the infantry), in this case there is a chance to knock out tanks with grenades and knock out the crew, leaning out of the hatches, the small arms fire. It makes sense to give the infantry the order of the "priority objective" on the tanks, then soldiers will actively use not only the WG but also small arms, and the higher the density of the fire, the higher the possibility to hit any vulnerable places of the tank, and also cause the crew to panic. However, it is important to control your attack, and if you see that the tank is out of the zone effectively engage with hand grenades or tanks too much, it is better not to try to attack the armor with small arms, because thereby you will find yourself and call a disastrous fire in response.
If you managed to knock down the tracks on enemy tanks, take the time to send him to the infantry to finish, it is better to lay low and wait until the crew tries to leave the car for the repairs of the tracks, then you will have a real chance to destroy it.
If you have long-range PTS (PTR, RPG), be attentive, open fire on enemy armored vehicles only vulnerable projections (side feed), let the enemy closer, unless absolutely necessary, do not open fire from distances greater than 100m. Use the command "priority objective" to create a concentrated fire on a single tank of the enemy.
Place the platoon in front is not more than 350 m so that the offices were in constant contact with the platoon commander and the neighbouring departments, it will improve the concentration of fire, the detection speed of the enemy and reduce the risk of panic.

Anti-tank artillery against tanks
The most effective tool against tanks is anti-tank gun (TVET), and the most effective kind of battle tank is properly organized antitank defense with the use of PTO.

The basic principles of antitank defense:
Prepare anti-tank forces at the stage of operational phase of the turn, concentrate PTO on the tank hazardous areas, preferably in the 2nd line of their battle formations - this is to avoid dissipation of the battery in case of seizure of advanced square, take care about the timely completion of BK weapons.
Disguise the position of the PTO, place them so that the guns were a narrow sector of fire, and they had cover from other areas of the screen area and the elements of construction, or vegetation - this will greatly increase their survival on the battlefield.
Position the PTO so that their fire was directed at the flank of the advancing enemy.
Not PTO set too close to each other, observe a minimum distance of 100 m between the guns (otherwise there is a risk of losing some PTO from one of the impact of enemy artillery or aircraft).
Put your defense behind the reverse slope of a hill, so you will be able to keep the enemy tanks at the optimum distance of the fire.
Based on the technical characteristics of their VET and enemy tanks, make sure you choose the race which are going to meet the enemy and place their positions accordingly. Do not open fire ahead of time if your tools are not able to guarantee to hit and destroy the target.
Create a layered defense (infantry/weak PTO/PTO powerful), place infantry in front of the positions of the PTO, not less than 200 m, the objective of your infantry to protect the PTO from the infantry of the enemy, and possible support in the fight against armored vehicles.
Use the relief elements (mountains, rivers, rocks, swamps), fortifications (ditches, hedgehogs, dragon's teeth, mines), construction for the difficulty of the approach of tanks to your position.
Keep the commanders in the combat formations of your battery with a good view, if there is communication it will provide information about the enemy and to adjust fire.

Weapons
It is necessary to study the performance characteristics of weapons and equipment encountered in battle, and always imagine the possibilities of those or other means to combat tanks. *

Example:
Effective range of fire for the PTO to a medium tank (roughly):
Cancer.35 / 53 To 300 m
Cancer.38 / M42 / ZIS-3 - 500 m
Cancer.40 / 52-K - 1000 m

The most effective range of fire is approximate, and depends on the type of enemy tanks, the angle from which to shoot PTO type available in the BC of the projectiles and their performance characteristics, based on this and selected the distance of effective fire. If your weapon has a significant advantage in firepower (in range) before the enemy's vehicles, it makes sense to try to hit BTT to their approach at a distance of effective fire on-Board weapons.
* Use the game option "Plot armor penetration" to dynamically determine the capabilities of weapons to defeat a particular object in the current situation.

The most powerful anti-tank gun encountered in the game is a German gun Cancer.40, it is adopted not only of the Wehrmacht, but appears as trophies and the other parties, take care of these guns and use them wisely, this is your trump card in dealing with any tanks.

To a certain extent, anti-tank weapons can serve as a heavy howitzer, but it should be understood that the speed pickup has guns is small, and the traverse angles is negligible as well, and their rate of fire is low, therefore when shooting at long range they have some chances, but in the near field howitzers will surely become easy prey.

IMPORTANT!
When using howitzers for anti-tank defense, at close range, you need to disable the AI control that will allow the calculations to choose the goal yourself, rather than rely on external adjustment

The VET's offensive
On the field of battle formed, the enemy tanks despite the fact that this tool combat maneuver, not eager to attack, and therefore need to be able to apply VET and offense. In addition, the PTO is in itself a serious means of fire support.

Principles for the implementation of at guns on the offensive is relatively simple:
In advance to bring guns to an advantageous position with a good field of fire, in the direction of your shot;
To correctly choose the impact direction, trying to avoid advancing in the open space, because the enemy tanks/armored vehicles have high firepower and can easily destroy your infantry and AFV;
Move troops "rifts" under the guise of PTO, move first the infantry, then pulling her gun and the next roll.
Always do a preliminary exploration of the direction of your movement/collision, secretly push forward patrols of infantry or equipment that can reveal enemy positions and prevent fire damage to your main force;
Do not try to push the PTO on position on the mind/under enemy fire, the guns have a very weak resistance to fire defeat, their main advantage is stealth and firepower;
Pre-placing troops try to install the PTO so that during the battle, move them as little as possible and for a short distance, because the cannon moving complex and lengthy undertaking, moreover, not forget that part of BK temporarily remains in the boxes on the launch pad.
Use vehicles to tow the guns, but again, don't forget that the nomination for the position needed to produce covertly.

SAU against tanks
One of the most effective and dangerous anti-tank weapons of the Wehrmacht in the game are anti-tank self-propelled artillery (SPG), all of the vehicles except the JgPz.I have on Board a very powerful anti-tank gun is able to deal effectively with any tank, at almost any distance, and combined with its high mobility, they become truly decisive weapon in the fight against armored vehicles.

Also tank destroyers have with US Army, they are significantly inferior to German in the power of weapons and a booking, but also are an effective means of PT struggle with proper use.

Machines such as the su-152 and StulG.33 are not tank destroyer is an assault gun designed to destroy fortified enemy positions, used as anti-tank these settings should be about the same as the towed howitzers, and only in case of emergency.

Basic principles on the use of ACS:
We should not overestimate SPG, they are not equal tanks in battle and is not able to perform the same tasks. ACS don't have the appropriate body armor and typically do not have effective machine-gun armament, SPG is the gun under their own power and nothing more.
Place SPG on the battlefield is far support their own troops and combating enemy tanks from an ambush.
SPG should be used in the same way as a regular VET, not throwing it in open combat, acting, where possible, discreetly and from a distance.
Never leave SPG without infantry support, they are extremely vulnerable to enemy infantry.
Various German Armored vehicles with gun armament are not anti-tank weapons and almost not able to deal with enemy tanks, and therefore not worth trying to use these cars and thus leave them with any hope, it is only a means of fire support of infantry.

When used properly, TD will reveal its full potential and will surprise you with efficiency.
Originally posted by Albus✠:
Originally posted by Fritz:
Yes, Yandex really better translating RUS-ENG.
I hope one more part will be at this week, and all other at next.

Also I making rubric "Tactical analysis" of different youtube videos about Graviteam games, where I analyze player and AI tactics and actions, especially mistakes. You can watch it here Ссылка [vk.com] And I also want translate it, but not sure if it will.

I copy and pasted the Tactics: Fight with Tanks guide into yandex and have the full thing, im just going over it now to polish it, though some things are confusing for instance PTO,PTR, PTS, TVET for anti tank guns. Also BK weapons and many other acronyms that I do not understand.


Tactics - fight with tanks
By Fritz
The General principles of combating tanks - learn to play correctly


Continued.

PzKpfw VI "Tiger" - how to win?
Immediately say, no no universal solutions. In the game the allies lacked an effective means of destruction of this type of tanks as a result of the destruction of each such machine should be seen as a great success, but we should not forget that despite the overall impressive armor thickness of the Tiger, like any other tank, is not a monolith, he has a lot of vulnerabilities, they need to just to get.

Consider some General principles in the fight against this monster:
The most correct to avoid a fight with Pz.VI if possible (as at the operational level and tactical);
Tiger should be hit with a minimum possible distance;
For the destruction of the tank you need to apply a massive concentrated fire of several PTAs (using the command "priority") on a single machine, the only way to hope for a positive result;
You need to try to attack a tank in the side and rear projection, they are somehow more vulnerable to fire, even in the absence of penetration there is the possibility of damage to the innards of the tank secondary fragments of armor.
In the fight with the Tiger infantry oddly enough has the highest chance, in the absence of a proper VET, with grenades and Molotov cocktails, infantry can destroy a tank when favorable circumstances. The massive Tiger throwing these manual PTS is able to inflict damage, disable equipment and chassis, to burn or cause panic among the crew. The main thing that infantry and tanks a little.
There is a probability of hitting the tiger concentrated fire of several PTS from close range, vision devices, technological hatches, etc. Units automatically aims at the weak spots.
off-map artillery and aircraft is also a good tool, if you can cover the Tiger in this shot, he more than likely will get damaged or destroyed, so in advance, place the point of pointing to the most probable directions of the appearance of enemy tanks.

In the fight with the Tiger, even with his injury and subsequent withdrawal from the fighting can be considered a success.
KV Achtung!!! What to do?
Of course, afraid of not only the Tiger, KV tanks also terrified the Germans during the war, although this was manifested especially strongly in its initial period. Any tank threat, and doubly heavy, and therefore the ways of dealing with it are of particular importance.

In the game the Germans, of course, have an effective means to defeat this steel giant, there is a terrible Pak40, all kinds of Margery, Pz.IV with long barrelled 75mm guns and, of course, Tiger - all of them pretty confident I could deal with KV under favorable conditions, moreover, and in becomplete even less dangerous as guns Pak35 and Pak38 has ammunition able at best to hit the tank in the forehead. However, it is not always the right tools are in the right place and in the right quantities, and therefore need to be prepared for the unexpected.

The basic principles of dealing with a KV similar methods of struggle with a Tiger, but there are some important differences:
The German infantry has no weapons able to hit a heavy tank, and, accordingly, the basic recipe of the struggle is to predict the location of the KV and pull to the available antitank weapons of higher power. However, there is another problem: despite the great PTO, the infantry of the Wehrmacht, unlike the Soviet, it is almost impossible for manual PT means to do anything with the tank.
German PTO type Pak35 and Pak38 have ammo shells (cumulative garnet St.Gr.41 and sabots Pz.Gr.40), capable of close range (100 and 300 m, respectively) with a high probability to hit the KV even in the frontal projection, however, the tank has large internal volume and zabronevogo the effect of these shells is small, as a result of their need to use against the KV is exactly the same as the Red Army is your VET against the Tiger, namely the concentrated fire of several guns from an ambush from close range and only in side and rear projection of the tank.
German infantry for the most part, completely powerless against the KV, the ligament of the M-24 is not capable of anything to ruin, only three types of existing ammunition can harm the tank is mine cumulative magnetic HHl-3, the lumped-charge G. L. 3. and Mina Tellermine43. Magnetic mines in a limited number available to platoon commanders of the infantry divisions, making the possibility of successful application of conventional infantry only happy occasion. But HHl, along with a 3 kg explosive charges and Tellermine in there are many engineers that makes this kind of German infantry perhaps the most dangerous for tanks.
Tanks Pz.III, as the mass of cars of the Wehrmacht in the first half of the war, also not fully able to withstand the KV in view of the weakness of their main 50 mm guns, and, accordingly, to apply them you need, like guns, ambush, taking concentrated fire on single targets, side and rear projection.

Overall, given the good anti-tank artillery, the Germans arr. 1942-43g. easier to counter Soviet heavy tanks, than the allies to fight the Tigers.
Methods of dealing with the tank Cherchill not differ from the measures against KV.

Remember these simple tips and you will create an effective barrier to enemy tanks.
Fritz Jan 16, 2018 @ 9:54pm 
Originally posted by Albus✠:
I copy and pasted the Tactics: Fight with Tanks guide into yandex and have the full thing, im just going over it now to polish it, though some things are confusing for instance PTO,PTR, PTS, TVET for anti tank guns. Also BK weapons and many other acronyms that I do not understand.
Ok, for those who very hurry :)) this would be good, before we not made better translation. Thank you.

PTO - ProtivoTankovoe Orudie - AntiTank Gun (AT gun)
PTR - ProtivoTankovoe Rujyo - AntiTank Rifle
PTS - ProtivoTankovoe Sredstvo - AntiTank Tool's (generalized definition - AT grenads, AT rifles, guns, RPG)
SAU - Samohodnaya Artilleriyskaya Ustanovka - Self-Propelled Gun (SPG)
PT SAU - AntiTank SPG

TVET / VET - it's Yandex invent something, in text it's mean AntiTank Gun
ASC - also Yandex invent - it's mean SPG
PTA - in text = PTS(AntiTank Tool's), again yandex...

BK weapons - BoyeKomplekt = ammunition

Yandex not good in work with abbreviation and military terms.
Last edited by Fritz; Jan 17, 2018 @ 12:42am
Tactics - managing infantry
By Fritz
The General principles governing infantry in battle - learn to play correctly!

Infantry
Infantry, born army designed to defeat the enemy in combined arms combat and mastery of its territory. Infantry capable of conducting a persistent and prolonged battle at any time of day and year, under any weather and on different terrain.

This is the encyclopedic definition of this kind of troops, but in practice, in computer games the correct implementation of the corps is not common, it is understandable, because the infantry partly paradoxical "weapon", if you look at it exaggerated, a single infantryman is extremely vulnerable to fire damage itself, but at the same time invisible and resistant to fire on the ground. A single infantry weapons are also pretty useless in a global sense, but at the same time, the infantry has a large number of diverse weapons, including a group that becomes very dangerous in the cluster. All this makes extremely difficult the right implementation of corps as units in computer games, it usually turns out either too weak, or too strong. However, we can say that the Studio Graviteam managed to find the middle ground, which makes the infantry in their games is quite plausible.

General provisions
Before moving to the tactical techniques you need to clearly understand the following:
Infantry itself is extremely vulnerable to fire defeat, and could not endure the concentrated fire while out of cover natural or artificial.
Infantry are strong only in clusters, a single detachment (separation) is almost impossible apart from the main force, to solve any combat missions, in addition to intelligence.
You should not use infantry units in isolation from the commanders, they quickly lose their combat stability and handling.
The minimum tactical unit capable of independent combat missions that regular infantry platoon.
Important fighting infantry options are not only and not so much the number of personnel in the unit and the armament, how much training (experience) and the morale of the soldiers. Unit with low morale even with a slight loss, will be promptly suppressed, will start to panic and lose combat capability.
Infantry with low moral acts in combat is much worse, especially in attack than infantry with normal/high morals.
The main battle is not so much to physically destroy all the enemy infantry, how to dominate her psychologically and forced to retreat.

The basics of using the infantry in combat
Manage entire regular platoons, or large consolidated groups, not to divide them into small single units, always follow the presence of the commanders.
Follow the presence of a stable communication between units. Your office needs to have a connection with each other, and with his platoon commander, and that, in turn, should have a relationship with the company commander (the company commander with all the platoons of a company and battalion command, if available on the map).
Of the infantry should always be backed up by reinforcements, in the form of a cord. weapons (machine guns, mortars, PTO, etc.)
Infantry in cover, especially the trenches and the trenches, has a significant resistance to fire defeat, are also good shelters are stone buildings, and as a consequence canopied infantry has a great advantage over not covered. Which is why when attacking fortified enemy positions, you must have a considerable superiority in forces and make sure to reinforce the actions of the infantry cord. weapons/tanks/SAU/BMP etc.
Attacking fortified enemy positions should not simply send troops forward in the hope that they will do everything, don't be fooled by the inherent game AI autonomy, and low levels of micromanagement in the game. Just send the infantry, even tanks on the enemy positions by the order of "Attack" is a sure way to get big losses. And that's why, the enemy infantry must suppress the fire exposure, the process is not so fast, swift jerk on the enemy positions, engaged psychologically stable infantry (normal morale) will somehow lead to large losses, since the enemy will be to conduct intensive fire back at your troops. Hence the attack on enemy positions should not be fast (if you are not sure that the enemy is sufficiently suppressed), the promotion orders attacker your troops should be gradual, with a maximum of fire effect on the enemy, which you need to apply the cord. the weapons and armor.
The transition from the forces of the enemy in close combat is not the goal itself, if you can effectively destroy the enemy at a distance, so limited.
For reliable fire suppression of the enemy is well-suited team to "Fire at target area", a unit which was given such a command will maintain an active fire to suppress the enemy at a given place. The best way to attack enemy positions, is to suppress enemy heavy weapons with the help of this order, simultaneously approaching infantry or equipment.
You must always control the offensive actions of their troops that would be able at any time to suspend or cancel an attack in order to prevent unnecessary losses, and perhaps Vice versa to make a rapid breakthrough in the case when the enemy is suppressed or retreats.
Always try to carry out reconnaissance, pre-reveal enemy positions, use single squads of infantry or armored vehicles, but always cover the actions of the scouts of the other troops, placing them at some distance from the patrol.
Actively use artillery and aircraft to suppress the identified enemy positions, especially infantry and vehicles who are in shelters. The Principle Revealed Is Suppressed!
Don't attack head on, finding the enemy positions, try to come up with inconvenient for the enemy side, in the flank or rear. Pinning down an enemy with combat use the workarounds part of the forces, but be careful not to run into outposts, which try as advance scout these areas.
In the case of actions in urban areas, try to move the shoals, part of the forces taking up positions in homes ("defence") to cover the rest of the advancing troops . But do not rush, infantry entrenched in buildings is a very dangerous enemy for both infantry and AFV.
Try to use less of the wooden structure, they do not protect from small arms fire, but do not protect against projectiles and able to bury under its ruins a considerable number of infantry.
Finding the enemy infantry has occupied a position in the houses, not attack its manpower in the forehead, as well take defense in the buildings and try to pull tanks/cannon/destroyer/incinerator or to hit the enemy artillery, or to concentrate additional forces of infantry and strike from different directions, and perhaps just to bypass the enemy.
Try to avoid movement on open terrain, move through the lowlands and forests, while the exposed areas cross not all together but in groups, covering each other. Use hats and flanking patrols, sending this a little forward (200 m) single units, it will not let you get ambushed. But remember that movement outside of roads leads to increased fatigue and reduced movement speed, so use a road where it is safe. If possible, try to use the available transportation, it will reduce the fatigue of the soldiers, and ACC. their combat performance will not deteriorate.
If the defense and offensive pay close attention to the density of their ranks, in open areas better as much as possible to stretch the regulations of the corps, to avoid the overlapping of several people with one shell, on rough terrain, on the contrary troops keep it tight, in case of unexpected close contact with the enemy have the numerical advantage, especially for urban development (it is better to move tightly in several rows). also pay close attention to the choice of constructing the column or in line, if you want to rapidly cross open terrain, it is better to move the column, and if you attack an enemy or searching the area the ACC. in line.
In defense position its troops not too close together, but not stretched, the optimal interval between the trenches one platoon =100 m, if stretch is stronger lost a permanent connection between the offices, if you put denser, the probability of large losses from the artillery strike. Try to place the position in a line, a triangle or a ledge, possibly masking them on the ground. But it is important not to forget to check the sectors of fire, the area is not homogeneous, and is likely not to notice in the arrangement that the selected position will be in a small hole or behind the bushes, and ACC. the arc of fire would be bad.
Don't neglect a tactical retreat, if you see that the situation is not in your favor and position your infantry will soon be suppressed (for example, 5 Tigers with infantry advancing on an infantry platoon in the trenches - the result is a foregone conclusion), then you should try to organize them to leave, because sometimes lost during the withdrawal 1 office can prevent the loss of a platoon.
Do not get involved in the fight, losing conditions, better just try to avoid a collision. For example, if the enemy has many tanks but few infantry, and you do the opposite of the infantry, but without a good title, it is more efficient to avoid a fight with tanks, possibly killing the infantry, and just lay low on the ground, the armor has a poor ability to hold territory, and if 1 square will be several enemy tanks and your infantry platoon, then at the end of the battle square is likely to be for you.
If you want infantry without the support of the normal PTO to fight against tanks and you have the opportunity to choose the time or the weather when going into battle, try to fight in the most adverse visibility conditions, i.e. at night, in rain, fog, Blizzard, dust storm. In such circumstances, a high probability to keep the tanks as close as possible to the dense processing manual PTS of infantry.
Use smoke when attacking and retreat (incl. ACC. modifier), if the enemy has a serious fire resistance and Vice versa do not overdo the smoke, if the enemy is weak.

Simple is difficult, but, most importantly, remember: do not lose control over their subordinates, do not rely excessively on the game's AI, only the timely intervention of the player to give an action of virtual forces effective
Tactics - General provisions
By Fritz
The General principles of the tactics of warfare in the game - learn to play correctly!

General principles of battle tactics and mechanics of the game

Game Graviteam is a serious wargame in are attention crafted all sorts of questions realistic display of hostilities, then the ballistics and damage system, and the dependence of what is happening to the weather and time of day, logistics, communication, moral and physical condition of personnel, intelligent and dangerous AI, destructible objects and terraforming in General Titanic work of developers to record and display a huge number of different big and small moments that create the overall picture of the reality of what is happening. And, consequently, the game should be approached consciously is not razvlekalochka, and just "run round all the mouse and win" will not work, you can be sure the AI will have to bend until you learn how to play. In fact, AI from Graviteam have quite a clever and dangerous, this one-time enemy is now rarely seen in games, be sure that he will not act on the simplest option, and will punish you for the mistakes and carelessness.

To be successful you need to grasp the following principles
The game is crucial morale of personnel (which consists of the set of indices of the experience of fatigue and proper morality), the lower the morale of the troops, the lower the efficiency of their actions. Morality changes in a complex system, but there are highlights: the greater the fatigue of the soldiers, the lower the morale, and the fatigue increases with the movement of troops, conduct of engineering, conduct of hostilities, as serious moral influence have a loss, the end result of each battle and retreat.
Movement of troops at the operational and tactical phases takes units of power and fuel, which reduces their combat capability. Which is why you need to consider that the traffic on the roads allows you to "go" faster and further than on the road and takes much less energy and fuel. You also need to remember that the roads have different coverage levels. different bandwidth, and that not every area having no roads passable for the equipment as at the operational level and the tactical.
The supply of troops is very important, you need to constantly monitor the availability of ammunition and fuel in their units, and to reduce them to take care of the logistics.
Ammunition and personnel can be replenished in the following ways:
By fixed depots, mobile supply units, headquarters, ACC. summing up needing a squad for the necessary range. In the operational phase, it is necessary to allocate warehouse/headquarters/rembat, then you will see on the map supply lines, they usually are on the roads. Mobile supply units are no different from conventional warehouses, in addition to its mobility.
- The second method of replenishment of ammunition is a redistribution of PD within the unit that is done automatically at the operational phase.
- As on the battlefield soldiers can pick up weapons and ammunition of dead allies, which is necessary to bring the unit to the place of death of other soldiers.
Actively work with the reserves (replenishment strategy) before you make a move give your squad different types of amplification, but do it wisely, just to add anyone anyhow will not help to effectively fight. Transport - when you want more "step"; for PT or PP funds on the basis of intelligence about the enemy (reduces mobility); firepower in attack; support - there where the hot and heavy fighting, the patrol/exploration - where it will maneuver; logistics - those who act in isolation from the main forces. And remember, the gain comes only in the next round.
Don't neglect the withdrawal of forward units to the rear to regroup and recharge. The best way is the rotation units for which a fresh squad need to "step" in place of the shabby, green arrow appears, with the units swapped, such a replacement allows to keep established defensive positions (trenches).
Also at the operational phase of the advanced units can entirely change fresh forces from the reserve.
Unit several operational moves which 1 creates the trenches and the more moves it costs, the better type of the trenches. Keep this in mind, since unit/squad in the trenches always more resistant to fire damage than unsheltered.
Remember: in the tactical phase, the size of the active part of the map is a 3x3 square, in the defense of the battle usually gets territory 2 squares deep defending and 1 attacking. And, accordingly, the defense at the operational phase, place your units in 2-tier, 1-th and 2-th squares of the line of contact, in the first line of sustainable and put less valuable units in the second artillery, and so on. But don't forget in the game, there are settings limiting the number of troops in the battle, while the ratio of the defender and the attacker is not equal, and as a rule in favour of the attacking side.
2D map of the operational stroke coincides with the 3D tactical phase map, it is necessary to understand and remember, so pre-study the terrain and carefully arrange the troops, at the operational phase, select the best positions for attack and defense, squares of terrain have different capacity and that's why not all sites are equally good for the actions of your troops, choose the squares with the greatest number of ω points in your territory, then you will be able to create superiority in forces.
Keep an eye on weather conditions and time of day, they have a huge impact on the combat capabilities of the units also do not forget that in bad weather the air support is often not available. Do not forget that the weather changes dynamically, and starting the fight in good weather to finish it in terms of storms, the closest forecast in battle, you can see (from left to the operational phase), or in battle by pressing "Esc" in the line "Weather" indicates the situation at the moment and expected changes.
In the game in the tactical phase has a complex system of information exchange between units, in other words - the communication system - which allows units to interact among themselves and react to enemy action. In battle it is important to try to keep the communication between the controlled units, increasing their combat stability, speed of detection and reaction to the enemy, gives you the opportunity to adjust the fire of their firepower. The density/quality of communication is displayed on the information panel of the unit.
Correctly use your on-map artillery in the battle, with the command "fire at location" you can artillery strike to cover the concentration of enemy troops, as well as with off-map assets. Also of importance is the ability of units to independently adjust the fire of his artillery, for which the composition of each battery observation units (1 section in the battery), communications, the commanders of the firing platoons, and to what it happening, you need to have a stable radio/telephone communications between the spotter/commander fire.vzd./guns (for what the game has teams of telephone operators) and also need to give guns under AI control (the button in the panel orders).
It is important to remember that the spotter is the battery commander, he is the first group, the rest of the command section is the commanders of the firing platoons, they should be about their guns.

Do not place your troops close to the squares of the enemy, so you deprive yourself of space for maneuver, and the risk to get involved in the fight with the move on unfavorable terms. Deploy your troops in a few lines deep in their sectors.
Take your time when planning their actions. Don't rush into mindless attack on a sector of the enemy from the first seconds of the fight, be sure to conduct reconnaissance of enemy positions and routes for the extension of their troops.
Place the firing lines for strikes off-map artillery on the initial orders, thereby reducing the reaction time of artillery (in combat, restoring takes more time).
In battle by moving the shooting range off-map artillery within a radius of ~300m from the shoot/start point you reduce the margin of error when shooting, and therefore, will require less time to call and adjust fire. If the point of a new frontier visible to the spotter call time and accuracy of fire will be higher than for the non-observed target.
During tactical combat, don't try to fight for the "key points", they are only indicators and are not critical, the main task is to hold/capture the important squares entirely.
Defense should not try to hold firmly all the squares that belong to you, to the detriment of the concentration of troops on the ground. Choose a really important point and concentrate your troops for their protection, the enemy anyway, if that's what he attacks, not conducting reconnaissance, trying to take it strategically important points, not minor. In any case, if you manage to repel its onslaught on the main line, you can always capture back secondary squares.
Remember that the arrows showing on the map the direction of the attack of the enemy, do not always reflect his real problem, and only likely option, and also the dotted circles and semi-circles do not always indicate the real concentration of enemy troops. Watch out for flares in enemy territory, they indicate the location of enemy units.
Do not attempt to defeat the enemy in each battle operations consist of many strokes and clashes, so the main thing - before each fight, set clear achievable goals and try to implement them, the destruction of the enemy as such is not a key objective. If the battle were you able to hold/grab the important points and to avoid serious losses on their part, consider it already a good success.
The final result of the execution of any command on the tactical phase is highly dependent on the correctness of its impact, specifically on the type of order and the modifiers that are involved in it, just learn how to properly give orders you start to receive an adequate response from the AI.
Use the retreat from the battle, in the menu "Esc/Back", if you see that the situation is absolutely not in your favor and it makes no sense to waste troops retreating you lose the squares, and maybe some of your troops will be scattered, but you will avoid great losses and perhaps he lost the squares on the next move will take them without even a fight. However, you must be clear about what your units are located on the squares vacated by to know exactly who may be temporarily lost or killed during the retreat.
The game has the following feature: the number of troops engaged in combat may be limited by the settings of the game and if not all the units located on the ACC. the squares included in the combat area 3x3 sq got into a fight, respectively, during the retreat of the squares which are not involved in combat troops will not be lost to the retreating side (the sectors on the tactics marked with a dark square). Conversely, if all the troops are on the squares involved in battle, during the retreat for the fleeing party lost all the terrain on which the battle took place, i.e. 3x3 km.
It is important to clearly understand the mechanics of retreat units from battle:
- a unit can retreat if the operational map at a distance of "1 step" is empty free Union point, or neutral.
- if there is nowhere to retreat, i.e. "walking distance" there are no available positions, the squad will be scattered, respectively. over him lost control until he independently will not work for the Union or the empty cells.
- in the tactical phase involved the Federal sector outside of the combat zone is marked by the dark square.
- most likely the squad will be irretrievably lost during the retreat, if his morale, or the rest of the personnel below ~30%.
- also, the probability of total loss units, provided that they are surrounded by.
Taking the decision to retreat should not be forgotten that the opponent always tries to destroy all your troops and capture all territory. The enemy can just conduct reconnaissance or to attack any one particular square, then to leave a fight is not the best idea, because maybe you will not lose their positions because of the inability of the enemy to capture them. So try to assess the situation properly and take your time to make a decision.

The game mechanics are complicated, but when it comes to understanding her work is the play becomes easy and pleasant.
These are the yandex translations, though they need to be gone over and smoothed out.
Fritz Jan 17, 2018 @ 1:15am 
2 Albus last part "General principles" is already translated, link in top of this topic ;)
Last edited by Fritz; Jan 17, 2018 @ 1:16am
Defiant Squirrel Jan 17, 2018 @ 1:56am 
Originally posted by Albus✠:
though they need to be gone over and smoothed out.

I am on it.
Originally posted by Red Squirrel:
Originally posted by Albus✠:
though they need to be gone over and smoothed out.

I am on it.

Thanks, I've nearly finished smoothing out the managing infantry guide but if you would like to do it then feel free.
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Date Posted: Jan 13, 2018 @ 11:54am
Posts: 27