Welcome back to Advanced Tactics college! It has been some time since the last lesson, but I have been away to code on the next DC title in a log cabin in the north of Sweden this summer. So far we have discussed combat troops and equipment, today we will tackle a slightly different subject: troop transportation and motorization by land transport vehicles.
By putting transport vehicles in your HQ you will provide your HQ with transfer capacity points. Trucks and halftracks provide 1000 regular land transfer points per vehicle and trains will provide 2000 rail transfer points. Horses do not provide any transfer points. These transfer points allow you to strategically transfer whole units from one place on the map to the other side or to transfer individual troops from your HQ to frontline units many dozens of hexes away. It is important to realize that trucks, halftracks and trains only provide transfer capacity points when they are stationed in HQ units, when they are stationed in normal units they just mobilize the troops in that specific unit.
If you are in a scarcity of production situation this means you’ll have to chose between mobile frontline formations or high HQs that enable you to reinforce and (strategically) transfer.
A prudent player always makes sure he has at least some HQs with some transfer capacity. Because this will allow this player to make some emergency moves to react to enemy threats. Agreed… only a limited number, but most of the time that is all you need to contain or slow down a surprise enemy offensive, unexpected paradrop or amphibious landing. Time bought by containment will allow you to move in larger forces by foot, horse or own motor transport.
Trains are by far the best to use to provide these transfer capacity points. First of all because trains do not use oil when you use their rail transfer capacity points, secondly because they provide double the amount of points that trucks and halftracks provide. However the downside of using trains is that any transfers you do are limited to what can be reached by rail-lines. Trucks and halftracks don’t suffer this limitation.
Though trucks spend oil while they (strategically) transfer troops, they are cheaper to build then trains in terms of raw resources and production time. Trucks are also the more flexible buy, since they can be switched from HQs to units to provide motorization. Granted you can send trains to frontline units as well. But “motorization” by train will limit them to railroad tracks and in most cases it is only practical to do so for artillery and flak units.
A transfer point basically represents the ability to transport 1 weight unit (for example 1 infantry) over 1 action point. For example: transferring 10 infantry over 10 hexes connected by rail movement (10 ap per hex) will cost a 1000 transfer capacity points. Keep in mind that the action point cost of a certain strategic transfer from hex A to hex B is not the “straight line” cost between those hexes but a “triangulated” cost from hex A to the hex of the HQ providing the transfer points and from there to hex B.
Now using your transport vehicles for transfers is one option. The other option is to use them to motorize units. In theory you could use trains to do this (as discussed above), but in practice trucks and halftracks will be more practical since they will allow your unit to move outside rail hexes. Trains, trucks and halftracks can all carry 20 weight points, for example 20 infantry or 2 artillery guns.
Especially when you are the player that is on the offensive it is very useful to have at least some motorized artillery, engineer and flak units to support the advance of any “panzer” units you might have. For if your panzer spearheads drive forward so fast they outrun their artillery complement and infantry they will have a much harder time defeating enemy units and holding the territory they take.
If your motorized troops are going to participate in direct land combat you might want to issue them with halftracks instead of trucks. Yes halftracks are more expensive, and need to be researched first, but they provide a unique feature: they take hits for the infantry in combat. Every time an infantry guy is targeted by the enemy there is a 50-50 chance the enemy will fight a halftrack instead of the targeted infantry.
For example 5 light tanks attacking 100 lightly entrenched infantry will have a 55% chance of success and on average will kill 29 rifle while losing 1 tank. Using the same example but with the change that the defending 100 infantry are now supported by 5 halftracks the chance of success will drop to 32% and the average number of rifle killed to 21 and average halftracks lost is 0.2, while average tank losses go up to 1.5.
The low number of halftrack kills in the example above is partly due to the sturdiness of these vehicles and partly due to their mobility to escape dangerous situations more easily then trucks: they have a 30% chance to translate a kill hit on them to a retreat hit.
Furthermore halftracks will do better than trucks if under air attack since they have eight times more hit points. Halftracks are also slightly quicker off-road since they are tracked instead of wheeled. If you have the production power and the resources then halftracks can make a subtle but decisive difference.
That concludes this lesson. Thank you for your time and good luck with motorizing your army! Next lesson will probably focus on naval warfare, ships and submarines.
Welcome back to Advanced Tactics Gold college! Its going to be an important lesson today. So far we have only been looking into ground troop types. Today we will discuss the air theater. There are three good reasons to create an airforce. First of all: Creating an airforce will give you the same sort of power as artillery, but with extreme range and mobility. Secondly: possession of an airforce will allow you to use a number of special orders like para dropping and air recon. And thirdly: an airforce is the best form of air defense if your fighting an enemy with its own airforce.
Lets start with looking at level bombers. Level bombers cost only 1250 production points to produce, compared to 2000 production points or more for most other aircraft types. The level bombers is the aircraft type that is most efficient against infantry. Using 5 level bombers versus 100 infantry with entrenchment level 125 will still cause 6 deads and 10% readiness drop. For comparison: 5 divebombers would kill only 4 infantry and 5 fighters only 2 infantry. Level bombers also have some capability to do structural dammage and can be used to bomb towns or bridges. However i advise using strategic bombers for that purpose instead.
Those level bomber combat results might not be a very convincing argument for building an airforce. But keep in mind that infantry the troop type that is most resilient when faced with air attack. If we look at the dive bomber we will start to see some real power. for example: 5 dive bombers attacking 5 light tanks or 5 anti-tank guns will kill half of them and cause over 50% readiness to the remainder.
Unless the enemy has no airforce, the fighter should be used to take out enemy aircraft, escort your bombers and not to attack enemy ground units all by it self. If enemy fighters are on intercept you can lure them into combat by attacking a ground unit close to their airfields. Defending fighters always have a small advantage when dog fighting. Best way to take them out is to attack the enemy on its own airfields. If you do so you will get a surprise bonus that will at least negate the natural defensive fighter advantage. Furthermore when attacking the enemy on its own airfields you can bring your level and dive bombers, they will then take out any enemy bombers present on the enemy airfields. The rather cheap level bomber is perfect for this job.
With the release of ATG v2.06 a new airfield stacking rule is also in effect. What this rule basically does is limit the amount of aircraft that can operate from the same air base or city without penalties. Once you overstack an airfield a green colored negative percentage will become visible on top of your aircraft illustrations. This percentage is the penalty these aircraft will suffer when doing battle, either in defending their own air base, intercepting or attacking an enemy hex. Keep in mind fighters are only 5 stack points, while level and dive bombers are 10. Airfields and regular cities can hold 100 air stack points, capitols 200. Since this is a relatively new rule it might very well still be fine tuned in upcoming patches.
Transporter aircraft can be used for a number of purposes. First of all to paradrop paratroopers. If an enemy has not defended in depth this can be a great strategy to use, and when used in conjunction with a blitzkrieg offensive will make it much easier to ensure the encirclement. Use the paratroopers to capture bridge hexes and vital road junctions or drop them exactly at the point where you expect your panzer pincer movements to meet up. But transporter aircraft can also airlift non-paratrooper units. This is an excellent alternative to strategic transfer. Furthermore transporters can also be used to do air supply drops. This can be the only way for you to keep encircled troops alive!
Last but not least there is the strategic bomber. Its slightly expensive, but it does 4 times as much structural damage as the the level bomber and has much better range. If you can bomb and reduce your enemy his towns, mines and oil wells to 0 structural points, he will have no production capacity and you will be able to bring him on his knees without doing any major fighting.
And once again: Welcome back to Advanced Tactics Gold college! I am happy to see that you are still with me. Today we are going to take a closer look at artillery. Artillery deserves your full attention since it allows you to damage your opponent without endangering your own troops. Artillery is crucial to attaining victory!
Artillery is not just a good weapon for the offensive player, the defensive player should use it as well! In defense you can use artillery to cause readiness damage to enemy spearhead units and that way slow them down. Also the defender can add artillery to town garrisons that are under siege. They can use this artillery to try to take out any enemy artillery that is laying siege to it. Usually the artillery in the town has an advantage in entrenchment and landscape modifiers to any artillery on the outskirts of the town.
Welcome back to Advanced Tactics Gold college! In the last lesson we discussed the use of tanks. We have seen that enemy tanks are usually able to defeat, outmanouver and encirlce any infantry based army you might have. The obvious counter strategy when faced with enemy tanks is to build your own tank army. However you might be pressed for raw materials, have oil shortages, or more likely: you might have another front to worry about that requires all or most of your tanks.
Welcome back to Advanced Tactics Gold College! Today we will be looking a bit closer at tanks. The first thing to notice about ATG is that there are quite a lot of different types of tanks. The core types of tanks are: the armoured car, the light tank, the medium tank, the heavy tank and the tank destroyer. In this lesson you’ll learn when best to build what type of tank. In this lesson I will be referring to armoured cars as tanks, I hope the reader will bear with me and accept that the armoured car could be seen as a very little tank on wheels.
The Tank Destroyer deserves some special attention. This tank is specialized in attacking enemy tanks. It performs well in offensive and defensive use, but versus enemy tanks only. It is superior to even the Heavy Tank. For example: 2 Tank Destroyers attacking 2 Heavy Tanks have a chance of 65% of success. However tank destroyers are especially vulnerable against infantry counter attack.
