Get the most out of your Direct Fire opportunities

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Capt. Pixel
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Get the most out of your Direct Fire opportunities

Post by Capt. Pixel »

I mentioned some of these things in other threads, but thought it might be nice to open a thread on Direct Fire tactics.

Infantry targets:

You've probably noticed that your first DF shot tends to cause some casualties, but subsequent shots on the same target have a much decreased effect.

This is often due to the 'stance' of the target. By 'stance' I mean whether the target is 'Ready', 'Pinned', 'Retreating' or 'Routed'.

When presented with a number of infantry targets that are in Ready stance, I take one shot at each until I cause that unit to go to a Pinned stance. Often, this can garner a casualty or two with the first or second shot. Then, rather than continue to pound on that unit, I move to another unit in Ready stance and repeat until I've run out of shots or targets.

Particularly in H2H, this tactic can make the MG the feared weapon that it truly was. :D

Using this method, a single MG can pin an entire platoon and cause a larger number of casualties than if you empty your shots on a single unit.

Switching your fire to units that have just Opfired at your unit can often cause them to stop Opfiring. Assuming you've got the means to actually apply some suppression to the enemy unit.

Armor:

Virtually any unit with a weapon penetration value greater than zero has the possibility to cause discomfort to virtually any armored unit.

Although you might have no hope of penetrating their armor, you might still be able to force them to button up or disable their maingun or gun optics. More commonly, you can damage or disable their mobility. This can be devestating to an armored unit with a non-turreted gun.

The tactic here is to draw of their Opfire with other, more resilient units (like infantry) and then pop at them with the AT units.

Alternately, take long range, low probability shots with the hope they won't blow you off the hill top. Then move in with units already closer to the enemy that might have a chance of causing some damage to the monster.

Even fire that has almost no chance of causing damage to the target should cause the commander to button up. This will reduce their return fire effectiveness somewhat.

When you're preparing a 'gun line' to take a ridge and establish an overwatch position, move your units onto the ridge one at a time. As they receive Opfire from the enemy, DO NOT return fire from the unit that just moved. The enemy already has you targetted with 2 or 3 guns. That first return shot might just get you killed.

After the first unit is shot at, move another unit onto the ridge with as much separation as your platoon formation will allow. In other words, move up the leftmost tank first, then the rightmost tank, then the second leftmost tank, then the second rightmost tank, etc.

After moving the second or third tank onto the ridge, go back to the first tank and fire ONCE. Pick a target that you have the best chance of damaging and/or causes the greatest threat to units in your gun line. If that target is destroyed, nearby enemy targets are going to take ancillary suppression. This will further reduce their ability to Opfire effectively.

After all the 'gun line' units have fired once, evaluate the situation. If you're getting your butt handed to you, use their remaining movement to retreat into defilade. If you're experiencing some success with this tactic continue to fire, in rotation, one shot from each unit in succession.

When you're ready to fire a platoon, cycle through each of the units and fire those that see the LEAST number of targets first, They have the least number of possible return Opfires to deal with and may be able to reduce the threat to those units in the platoon that can see a large number of targets. Then fire that unit with the second least amount of available targets. By the time you get to the unit seeing the most targets, he'll hopefully have a few less threats to deal with.

When fighting armor in close quarters, try to arrange for flanking shots. An armored unit will do a full hull/turret rotation whenever it is threatened by an adjacent enemy unit. Move your units in concert to force that rotation with the first adjacent assault. Then follow up with a second unit that can get a flank shot on the now-rotated enemy.

Even at ranges greater than adjacent, you can get a tank to rotate his turret, allowing for the possibility of a side turret shot. When a non-turreted unit does this, he's still going to present you with a side hull/turret shot.

Artillery (ATGs, AA):

These units have the decided advantage of being difficult to spot at range. This gives the crews an opportunity to fire several shots and remain hidden.

I have noticed, though, that if you fire ALL of your shots, you're very likely to become spotted after the 3rd or 4th shot. Have patience and only fire 1 or 2 shots per turn to retain your unspotted status.

Once you've finished firing for that turn, reset your range to 0. These means that the enemy won't be able to draw Opfire from that artillery and force it to reveal it's presence on the enemy's turn. When that happens, you're likely to lose that artillery piece.

Once the enemy has gotten closer, (within a single movement to your position), it's time to leave the range alone and allow the artillery piece to take whatever shots they can get.

Knowing the battlefield situation determines where that optimum return fire range is. The weather, visibility, your unit's capabilities and size and the enemy unit's capabilites will all determine when to hide and when to 'fire at will'.

For instance, a German 88 is huge. Its not likely to stay hidden after the first or second shot. Once you've been spotted, you're probably going to stay spotted. Be prepared to move.

A 37mm ATG is a small target and may be able to get off 3 or 4 shots before being spotted. A bazooka team (very small) may be able to remain unspotted even when very near to or even adjacent to an enemy unit. Providing you maintain tight discipline with that unit's Range response.

Movement:

One major impact on the amount of movement can come in the form of weather effects. Some severe weather types can substantially affect the unit's movement. (yours AND your enemy's) This can go a long way in determining an appropriate response to an advancing enemy formation.

Other items of interest:

If you're moving adjacent to a vehicular unit with your infantry, you can increase that unit's chance of survivability by approaching under terrain cover AND setting their range to 0 prior to the move. Often, a vehicle will not spot the approaching infantry until they're right on top of them.

Vehicles escorted by dismounted infantry or nearby scouts might still spot your unit, but your chances are greatly improved if you use this tactic. This tactic also doesn't work well if you're approaching across open terrain or have moved more than 1 or 2 hexes.

In a staggered defense, set the ranges of the rearmost units in your formation to fire at the same range as those in the foremost part of your formation. In other words, set the range of the rear units so they engage the enemy at the same location as determined by the front unit's range response. This way everybody fires when the frontmost units see the 'whites of their eyes'.

I've also noticed that infantry units can take long range shots (10-12 hexes) at armored units without fear of return fire. This can go a long ways in causing armored commanders to button up, again reducing their fire effectiveness

The key points to these tactics are:

* Understanding the effects of the battlefield conditions (weather, visibility) on you and your enemy.

* Understanding the effects of Range response discipline.

* Taking the time to force the enemy to deal with multiple targets during Opfire one at a time, rather than singly.

* Understanding what it takes to conceal as much of your force as possible, while revealing as much of the enemy force as possible.

-----------------------------------------------------------------------------------
Using these tactics, I've been able to increase the lethality and improve the survivability of my forces, most of the time. (Polish forces, notwithstanding. :rolleyes: )

I'm looking forward to the collective forum to embelish on these basic tactics and add some new insights as we did in 'Artillery Management - T.O.T.'

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Post by Capt Chris »

One Question:

Does setting the infantry unit's range to 0 really make a difference when it is my turn anyway?

I know it make a difference when it is the opponent's turn but I didn't know it could help me on the offense.
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Post by Capt. Pixel »

Originally posted by Capt Chris
One Question:

Does setting the infantry unit's range to 0 really make a difference when it is my turn anyway?

I know it make a difference when it is the opponent's turn but I didn't know it could help me on the offense.


In the case of armor, it's not usually useful to set the Range to 0. But one useful example might be keeping a large calibre gun from firing into the midst of your own troops and causing friendly fire from splash damage. (SturmTigers can rake your units terribly if they fire into hexes adjacent to your own infantry. It also wastes their limited ammo.)

In the case of advancing infantry, it sometimes helps, but not always. I usually reset the range to 1 for my infantry if I expect enemy units to be coming that close on their turn.

Any Range other than 0 puts your unit in an aggressive stance and makes it more likely you'll be spotted.
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Post by Losqualo »

Originally posted by Capt. Pixel
...Any Range other than 0 puts your unit in an aggressive stance and makes it more likely you'll be spotted.


Does that also happen when C&C is switched off? Does the game still use stances then?

I never thought that setting the range to 0 would make such a big difference.

Thanks for the tips! :)
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unbelievable!

Post by MOTHER »

Never to old to learn something!bloody fantastic stuff and so well presented!, bravo.See, you can teach an ol dog new tricks! :D
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Post by dlazov »

Capt. Pixel,
Thanks for this small article. I think this is excellent. I learned a couple of new tricks here.

I am still trying to figure the benefits of using range 1 or 0.

What's your opinion on using direct "area" fire (the z key). I use this with success in SP WW2 a lot, been trying to use it in SP WaW, but still not sure of its effectiveness.

The only other point I wish to see is suppression. In SP WW2 suppression is just about as effective as causing casualties, another words the bad guys can not op fire back. I've just started to PBEM WaW and H2H and have more experience with SP WW2 so I am just asking.

Thanks
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Belisarius
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Post by Belisarius »

dlazov,

'z' firing into a hex is mostly successful with large guns, preferrably more than 100mm. The splash is likely to kill even if the unit is not hit directly.

Supression works fine! Some units WILL opfire even if suppressed (especially the masters of opfire - US army), but only to a point. I don't know the exact figure, but I think that if suppression goes above 10, the unit won't opfire. Then again, suppression is a factor of the unit's experience. Some units can take massive amounts of fire without being too much suppressed. Green troops are unlikely to opfire at all, hehe. :p

Again, the above doesn't apply for US Army - they will opfire until you're dead. :rolleyes:
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Post by Irinami »

1.) Range 0 helps, and I don't play C&C. Why does it help?

Apparently, something in the targetting routine works both ways. That is, if your opfire range is 4, and it comes to be that an enemy unit is within 4 hexes, your unit targets them. When the enemy unit is targetted, their "spider senses" go off. This is not Willy-Meter, this is "spider senses," because it allows (after the proper check) spotting. Ever been in a military vehicle that's been painted by a laser? Ever been in a car with a radar detector? Similar idea (I'm not sure of the justification, but there is some note to this effect in an RL infantry Field Manual).

If your opfire range is zero, then the enemy doesn't get this "bonus try" to spot your unit until your unit is in the same hex. And if your unit's weapons are turned off as well as range 0, then their range is essentially -1. Of course, only snipers and elite scouts have a chance of still not being spotted. ;)

Just last night, I was moving a Co(-) (1Pl FJ, 1Pl GE Inf, 2 37mm PaK, 2 75mm Infantry Guns, 3 Motorcycle Squads, 3 50mm Mortars) through a small pass I'd smoked. I moved the FJ's up as my storm troops. They were one hex away from the enemy, and still not spotted in some cases. A GE Inf unit that had been fired on, but had hidden again between rounds, was moved up. He was 4 hexes away, with partial smoke cover... but his opfire range was 8. He was spotted straightaway, despite being on par in experience with my FJ's.

2.) Machineguns.

Read the manual. Though I don't dispute what Capt. Pixel says, there is more to it. First, the manual directly states that unit speed can cause greater casualties. IE, if your MG is targetting an infantry unit moving at 12mph, then that enemy unit is likely to garner more casualties on a hit. Yes, this includes minefield movement. If he's moving 104mph (happened the night before last to me--the wonders of a 3-layer minefield), then an MG34 can tear him in half. Actually, just last night one of those FJ platoons was sneaking up... and uncovered a Matilda with a TMG. I thought SPWAW had gone nuts, because it moved to the next unit. Then I looked down. "7 casualties." He'd been moving 8mph, and ran into a dug-in Matilda. I lost an entire squad (9 men--the Matilda's ride-alongs also fired) in a heartbeat.

Speeding Kills.

3.) Persistent Fire.

Yes, when the enemy is pinned, he is less likely to take casualties... to a point. When that Breaking Point is reached, you know it. Why? Because almost every shot from thereafter causes a casualty and--if possible--causes them to flee. You can see this when attacking onboard artillery easily, since they don't flee.

Persistent fire works with armor. Again, same game with the FJ's. I had bougth an R-Boot for my core, just for S&G. I placed him on a point with a nice view of the enemy line. He (and the sniper attached to him) spotted a Matilda. Now, that R-Boot has a 37mm FlaK with 6 shots per round, and 3 20mm FlaK with 5 shots per round. Their penetration was about 30 at the range I was firing. Matilda front (which was pointed at me) has about 40-60 armor. He was dug in.

It took me 4 rounds--that's 24 37mm shots and... 3*5*4=3*20= 60 20mm shots. But on that last 20mm shot--KABOOMMMMM!!!!. I think The sustained fire just heated up the tank until the fuel and ammo went off. ;)

Never underestimate stubbornness. In one case (the FJ's that moved too far forward), it can cost you. In another case (the R-Boot), it can cost THEM. The End.
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Post by junk2drive »

if 4 enemy units are in a hex, mortar pounded, pinned, routed,retreating, i move in an engineer with flamethrower. first shot from rifles causes all to flee hex. can i fire flamethrower only? i tried c key but u have to target something first.
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Post by Losqualo »

Originally posted by junk2drive
if 4 enemy units are in a hex, mortar pounded, pinned, routed,retreating, i move in an engineer with flamethrower. first shot from rifles causes all to flee hex. can i fire flamethrower only? i tried c key but u have to target something first.


It works, you just have to target the unit without firing at it.
Just hit "t", select a unit as target and press "t" again. The unit is now targeted. Now you can work with the "c" key.
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One thing I'd add...

Post by Vathailos »

To CPT's advice builds on suggestions he's already given.

He points out that infantry can often take "in-turn" shots at enemy AFVs at ranges of 10-12 hexes without fear of return fire. This is very true, and I highly recommend it. But the primary reason I almost always try and light up the enemy AFVs with my infantry is to knock off riders. Any "hit" on the vehicle (IIRC), damaging or not, will force infantry carried by the AFV to dismount, supressed.

If your opponent can't get the supression of the former riders turned foot troops below 20, he'll have to either keep his AFV nearby until they can mount back up, or proceed on without them.

Supressing the AFV itself is also a nice (albeit IMO secondary) benefit.
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Post by dlazov »

Belisarius wrote:
'z' firing into a hex is mostly successful with large guns, preferrably more than 100mm.


How is the effectivness of MG's when area firing?

Is there a spread of MG or other area fire?
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Post by dlazov »

Irinami,
Thanks for the range 0 and 1 tips I could have used this the other day. I am in a PBEM match of 800 points on a small map USMC vs Japs, vis 9 and weather 3 I bought 1 Marine Ranger Co and some scouts, my scouts are down to 1 man in the section, the Japs just keep popping them, I just lost my sniper so it tough. I am going to have to regroup and try the 0 thing and sneak up on him, and then flip the range to 1 and see what happens.
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Post by Capt. Pixel »

I've noticed no difference using these tactics whether C&C is On or Off. All this works much the same way in either situation.


'Z' Fire

'Z' fire is a useful tactic that I quite often forget to use. But I've noticed the following results which can be very handy.

Large caliber HE has a Splash effect onto adjacent hexes. (I've even killed tanks with splash damage!) Sometimes, you can't get a Direct Fire shot on a target that you know, or suspect, is there. 'Z' firing into an adjacent hex can occasionally splash damage that enemy unit and dislodge or supress them to allow other units to press forward.

This only works with units firing HE with the larger warheads. Machineguns don't cause splash damage, and neither will AP rounds or Flamethrowers. I believe that HEAT might cause splash damage, but that is apocryphal on my part. I have no direct evidence that this is true.

Also, 'Z' firing into a hex keeps infantry units from retreating as readily as they do after having received Direct Fire. A feature that makes fighting US units a lot more effective. They don't retreat nearly as often when receiving 'Z' fire.

Shooting at 'Invisible' units

Firing at unseen units can be accomplished by paying attention to the unit's Target display. At the lower left-hand corner of the unit's information bar, there is a description of what enemy unit is currently targetted.

Sometimes, a unit you were firing at on the last turn 'disappears' from the battlemap. You can no longer select that target because you can't see it anymore. However, if the target hasn't moved out of your view area, the 'Target' note still displays a valid target. Rather than selecting a new target (using the 'T' key, for instance) just hit Fire ('F') and the unit will miraculously know where to fire and what to fire at.

Retreating Targets

Don't shoot at Retreating or Routing units. (Unless they're your only target). When you fire at a unit in these stances, they 'wake up' to a Pinned/Buttoned stance and may start fighting back. Sometimes the last thing you want is for that Retreating Tiger to suddenly turn around and start shooting at you. Let them run.

Unfortunately, if you manage to kill an adjacent unit to one that's Retreating or Routed, that too will 'wake them up'. Choose your shots carefully to avoid this unhappy possibility.

Firing a Specific weapon

If you want to fire a specific weapon from a unit, and this is often the right choice, you need only to select a target (using the 'T' key twice) and then hit 'C'. A new screen will pop up and list the weapons available to fire as selections 1,2,3, or 4. Type in the number relating to the weapon you wish to fire, and only that weapon will be fired.

This can be important in several situations.

Firing at a tank that is Retreating or Routed can be a dicey matter. If you miss with the main gun, a following machingun burst might hit and 'wake up' the tank. So select the target and 'C' key only weapon number 1. If the round hits, great! If it misses, the enemy will not change stance and return fire. Thi may allow you the opportunity to fire again.

If you're using the Limited or Reduced ammo option, you may want to hold on to those HE rounds and not use them to eliminate crews and scouts, etc. So you select the crew as a target and only fire a machingun at them. MGs have lots of ammo and are just as effective at infantry killing as most mainguns.

If you feel that a single MG burst won't do the trick, another option is to go to the unit information screen and turn the Maingun Off. (they toggle from Green to Red if you click on the weapons listed). Now when your fire the unit, only the weapons that are On will fire. But don't forget to turn that Maingun back On afterwards! ;)

Also, with infantry units, firing a single weapon may help in keeping that unit hidden. The more times you fire, the better chance that the enemy will eventually spot you. Only fire the weapons that have chance at being effective.

When I'm firing an AT team, for instance, I almost always only fire the AT weapon. The small arms fire from the team probably won't have much of an effect on the target, but the additional fire may just very well give away my AT team's position. I've found this useful with all type of infantry AT, bazookas, panzerfausts AND satchel charges.

On a sneaky note, if your opponent is watching the VCR playback and sees you tank only firing MGs, he may be lead to believe that that particular tank has no main gun. Imagine his surprise when he finds that it does, in fact, have a maingun and is quite willing to use it. Nyah! :p

I hope this is making you all the more fierce as opponents. :cool:
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Post by dlazov »

Capt. Pixel,
Thanks again, these are very excellent tips. I have already tried with good success against my PBEM opponent the range 0 trick and snuck right up next to him and then unleashed that caused him to route away. Worked 3 out of 4 times, the fourth time the Marine squad went from 8 to 3 men rather quickly. Jungles a nasty business.

What's your tip on when say a MG crew MG breaks and all they have is small arms?

On another note I have a StuG 40 that my opponent immobilized and (smartly) he is attacking it from the side, hasn't killed it yet, but the crew is surpassed to 49 now. Were using C&C and I can't move the wing over to spray the Soviet recon team to get them away. I did manage to get a Panzersheirk crew in place in hopes of getting an OP shot at him.

(I am pretty sure my friend does not frequent these waters-lol)
DGL

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Post by Capt. Pixel »

Originally posted by dlazov
Capt. Pixel,
Thanks again, these are very excellent tips. I have already tried with good success against my PBEM opponent the range 0 trick and snuck right up next to him and then unleashed that caused him to route away. Worked 3 out of 4 times, the fourth time the Marine squad went from 8 to 3 men rather quickly. Jungles a nasty business.

What's your tip on when say a MG crew MG breaks and all they have is small arms?

On another note I have a StuG 40 that my opponent immobilized and (smartly) he is attacking it from the side, hasn't killed it yet, but the crew is surpassed to 49 now. Were using C&C and I can't move the wing over to spray the Soviet recon team to get them away. I did manage to get a Panzersheirk crew in place in hopes of getting an OP shot at him.

(I am pretty sure my friend does not frequent these waters-lol)


Yep, sneaking up doesn't always work, but your success rate coincides with mine - 3 out of 4 in good terrain. (I hate jungle fighting. :mad: )

When my MGs lose their main weapon (or my bazookas are out of ammo, etc), I tend to use these units as either ad-hoc scouts or retreat them behind my lines to function as 'speed bumps' against possible enemy break-throughs. They can also be useful as ablative meat armor. (pretty crude, eh?) Put them on your tanks and they'll cut down on successful enemy infantry assaults - once. ;)

Do your friend a favor and let him know about this forum. It will only get better if he remembers some obscure tricks like these to pull on you at some later date. :cool:
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Post by dlazov »

Do your friend a favor and let him know about this forum. It will only get better if he remembers some obscure tricks like these to pull on you at some later date.


I gave him the link. So he is on his own. (LOL)

We also play SP MBT he is into graphics. He just found WaW a few weeks ago.
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Post by Irinami »

Crew-served weapons (eg, MG, Bazooka, Mortar, etc) whose main weapons break are usually useful for 3 things.

1.) Meat Armor (shudder)
2.) Spotters
3.) Security

You'd be surprised what a single, well-hidden Thompson or MP38/40 can do to an infantry unit, especially if that Thompson is in a house with a nice, wide field of fire. Remember, speed kills. :)
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Post by Buzzard45 »

Originally posted by Irinami
Crew-served weapons (eg, MG, Bazooka, Mortar, etc) whose main weapons break are usually useful for 3 things.

1.) Meat Armor (shudder)
2.) Spotters
3.) Security

You'd be surprised what a single, well-hidden Thompson or MP38/40 can do to an infantry unit, especially if that Thompson is in a house with a nice, wide field of fire. Remember, speed kills. :)


A crew from a unit whose weapon (if they only have one) is damaged or destroyed, will not have any weapon when they de-crew.:eek:
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Post by Irinami »

Originally posted by Buzzard45
A crew from a unit whose weapon (if they only have one) is damaged or destroyed, will not have any weapon when they de-crew.:eek:


Yes!! Very true. So keep them in the weapon!! (Until they have to run--sometimes the Crew are faster than the weapon.)

They also won't be able to throw smoke due to this, though the latest H2H and the new 7.2 OOB's are removing this ability as well.
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