It cost this old Sgt. quite a bit of frustration before finally learning how to beat the A.I., playing as the Allies in Skirmish mode (normal setting, high resources). This has nothing to do with realism, so if you don't want to know how to put the whoop on your computer opponent, stop reading now. The secret involves a weapon you might have overlooked, the mighty 57MM anti-tank gun. Used properly, it is the equal of any opposing force outside of arty barrages. Here's how to use it: Start out by giving your first engineer squad a flamethrower and immediately send them out to capture the nearest resource. After they shove off, create another engineer squad and send them to the next nearest resource. They can start leap-frogging together across the map. Start a third engineer squad and have them build a weapons support structure. When your command option points start to appear, select Airborn. now, send out your remaining engineer squad and continue using all three squads to continue capturing and upgrading resources. Take them no farther into enemy territory than about 2/3 to 3/4 of the map. You don't want to run into powerful enemy forces just yet. Soon your command points will allow you to deploy a Para squad. Do so and, before sending them out, upgrade them with the recoiless rifle option (you should do this with EVERY Para squad). This squad can now be used to support one or more of your engineer squads as they go for resources. Don't let the Paras come to harm. You want them to be around to support your anti-tank weapons, which will soon become available (avoid choosing the reconaissance aircraft option just yet- Let the points build until the 57MM becomes available). As soon as your weapons support building is erected, create a sniper. Send this sniper in "camo" mode to a good location out on the map where you are beginning to see enemy activity. A well-place sniper becomes one of the single most powerful elements in the game, killing everything in sight that isn't armored. He is actually unrealistically powerful, but hey, he's a great tool. Use him to keep enemy activity suppressed in a particular area. Keep creating them as necessary. You may start seeing major enemy activity somewhere on the map about now. This will dictate where you want to start placing your anti-tank guns. If the enemy is close to your base, select strategic areas on or near your base to place your guns for protection. Ideal locations are inside narrow streets or adjacent to buildings so as to gain cover from the sides whenever possible. keep adding guns until you can cover vulnerable areas in an overwhelming crossfire. Spread them out enough so that if attacked by a tank, the tank can fire at only one gun at a time. Two or three guns will usually provide adequate protection. Use more if necessary. If possible, put a line of sandbags in front of every 57mm used for defense. You can create a wall of fire that almost no force can penetrate if you need to. If enemy activity is further out on the map, start dropping guns near the enemy, but not close enough to take fire before they set up (you are now using them in an offensive strategy). Call your first group of Paras over for support. After you have amassed a group of 2-4 guns, move them, in a cluster, in support of each other, a little bit at a time, towards the enemy until you are in range. A battery of several of these weapons will pound the enemy to destruction or retreat. Drop another Para squad or two to protect your flanks as your gun group moves, en-masse, towards the enemy. By this time you should have an idea of where the enemy is based (Pay attention to the movement of your Canadian Allies and work with them for more effect). You can push your 57mm group right on into the enemy camp and begin blasting their structures. These guns can out-range most weapons in the game, so you can stand well off to accomplish your destruction. A supported group of these guns acts like a "land battleship." They will destroy everything in their path and bring you quickly to victory if you keep their flanks protected as you move. Good hunting!
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1st December 2006
Good tactic, those are very good weapons, especially when you use the armor piercing rounds on tanks. I was very surprised at how well those work on tanks compared to other anti tank methods. Even from the front they do 70-80% damage with one AT shell. Using this tactic and my proven "arty everything" tactic in a 2v2 game, that would truely be unbeatable. My roommate and I used to do that, he was airborne and I was 11B infantry.
Very good SgtBilko, you've put to words the strategy we often use when my buddies and I get together for a good old fashioned comp stomp. If you ever want to get together with a bunch of 40sumthins holler at me on Xfire. My username is dberthiaume555 and our website is WWW.AGVSQUAD.COM. As a matter of fact, all are welcome for a mature game.
Overwelming indeed but what if you get some mg next to your AT cluster? if the airborn is suppressed they cant do anything.
i think i tried that once. i put one gun in the middle for distraction and 2 guns firing at the tank's sides. the tank was pwn3d in 2 shots
riottto;3676673Overwelming indeed but what if you get some mg next to your AT cluster? if the airborn is suppressed they cant do anything.
That's why it's good to have at least two Para squads plus a third unit (sniper or flamethrower engineers) in support. Spread them apart out on your flanks so they can't all be suppressed at once. Three units give you a good chance to distract any attackers long enough to get one or two of your 57 mm's turned on them. Be ready to re-orient your 57 mm's on quick notice! Your supporting units will take the brunt of the the enemy fire while your guns turn.
Forty-somethings? You guys could be my kids! I'm waaay too old to be doing this stuff. Probably not even competitive. When I started with computers there wasn't even any software. You had to write your own!