I think now what I do when playing is mostly using cover, concealment, flanking etc which are great, and never gets old.
But there are other aspects. We are not being pushed to try them in the current maps.
Many battles are fought in the open IRL, but the maps here do not represent them often enough. Most fights are close range.
Other thing is tactics used. Often I find my team being "cross(ed) the T' by the other team. That is they have an extended line while we block each other by following behind one another. The lead gets killed and there goes one by one. meatshield works only if there is lots of other cover.
"crossing the T" is a naval tactic in consideration of no cover at sea and all u can do is to reduce CHANCE of damage and increace CHANCE of retaliation. In an amoured advance IRL they often have a extended spearhead formation which IMO is related?
flat maps will encourage team spirit due to adavantage in numbers, and wait-till-he's-dead selfish behavors will be punished faster.
Flat map will train formation tactics
Started by
accelerate
, Apr 22 2012 - 18:22
10 replies to this topic
#-18 Posted Apr 22 2012 - 18:27
Sounds like a great idea, sounds like action would start very quickly and there wouldn't be as much campers.
#-16 Posted Apr 23 2012 - 07:57
accelerate, on Apr 22 2012 - 18:22, said:
I think now what I worry when playing is mostly using cover, concealment, flanking etc which are great and never gets old.
But there are other aspects. We are not being pushed to try them in the current maps.
Often I find my team being "cross(ed) the T' by the other team. That is they have an extended line while we block each other by following behind one another.
The lead gets killed and there goes one by one. meatshield works only if there is lots of other cover.
"crossing the T" is a naval tactic in consideration of no cover at sea and all u can do is to reduce CHANCE of damage and increace CHANCE of retaliation.
In an amoured advance IRL they often have a extended spearhead formation which i think is related.
Open no cover will increase cold-blood attrition to another lvl! And encourage team spirit due to adavantage in numbers and no more wait-till-he's-dead!
----X----
or put a shallow trench or a low stretch of salient right in the middle- fight for it.
But there are other aspects. We are not being pushed to try them in the current maps.
Often I find my team being "cross(ed) the T' by the other team. That is they have an extended line while we block each other by following behind one another.
The lead gets killed and there goes one by one. meatshield works only if there is lots of other cover.
"crossing the T" is a naval tactic in consideration of no cover at sea and all u can do is to reduce CHANCE of damage and increace CHANCE of retaliation.
In an amoured advance IRL they often have a extended spearhead formation which i think is related.
Open no cover will increase cold-blood attrition to another lvl! And encourage team spirit due to adavantage in numbers and no more wait-till-he's-dead!
----X----
or put a shallow trench or a low stretch of salient right in the middle- fight for it.
This works somewhat in naval warfare (worked great in 18th Century, not so much in 20th), where the vehicles have their heaviest armour on their sides; and even more so when performing an enfilade maneuver (that is where the lower line of the "T" are side-by-side rather than front-to-rear)
Example:
This is better because ranging isn't an issue (a miss will often hit the next target).
IMHO, it doesn't really apply to armoured warfare as our vehicles are often very weak on the sides. I think different echelon formations are far better for moving tanks as your weaker side armour is semi-protected by your "wingman."
Example:
#-14 Posted Apr 28 2012 - 15:15
and the one with the toughest frontal armor wins !
seriously, TDs/arty will have no place in such a map.
seriously, TDs/arty will have no place in such a map.
#-13 Posted Apr 28 2012 - 15:33
Seems like a map when German tanks will sit back and obliterate everything from distance while Soviet monsters will make a firestrom dance on the middle. And US heavies will die before finding first rock to hide behind.
#-12 Posted Sep 10 2012 - 04:45
nah we need to relocate even more to avoid counter fire, and coz no chokes to hide at.
#-11 Posted Sep 28 2012 - 20:47
Could be amusing with all light tanks of the same tier. But otherwise it sounds boring. Are there are least dunes or something to limit sight distance?
#-10 Posted Sep 29 2012 - 18:27
weesh, on Sep 28 2012 - 20:47, said:
Could be amusing with all light tanks of the same tier. But otherwise it sounds boring. Are there are least dunes or something to limit sight distance?
Agree. If completely flat, game will mostly be dependent upon how many heavies there are and how many rounds you can pump out before dying.
#-9 Posted Oct 01 2012 - 12:30
I'd support this for several reasons:-
1) Heavies will have to be heavies and lead the way,
2) Mediums manouevre behind the hevie suntil contact is made then 'dash' forward to flank the opposition
3) LIght tanks actually have to scout to light up where the enemy is as well as casue havoc to their formations/plans, also keep the opposing scouts from arty.
4) TD's work in suport of the heavies and/or mediums as needed (but not from the front!)
5) arty - extremely vulnerable and will need to be actively protected.
6) No cover other than armour, speed and manoueverability, sounds like tank warfare
The naval comparison works extremely well - there is a reason why tanks were/are described as battleships on land.
Crossing the T - Ships of the line and also early pre-dreadnoughts had little (or much reduced) armour at bow and stern hence added vulnerability in addition to a much reduced number of guns v's an opponents full broadside, and this is without mentioning the actual number of ships capable of firing at the opponents.
1) Heavies will have to be heavies and lead the way,
2) Mediums manouevre behind the hevie suntil contact is made then 'dash' forward to flank the opposition
3) LIght tanks actually have to scout to light up where the enemy is as well as casue havoc to their formations/plans, also keep the opposing scouts from arty.
4) TD's work in suport of the heavies and/or mediums as needed (but not from the front!)
5) arty - extremely vulnerable and will need to be actively protected.
6) No cover other than armour, speed and manoueverability, sounds like tank warfare
The naval comparison works extremely well - there is a reason why tanks were/are described as battleships on land.
Crossing the T - Ships of the line and also early pre-dreadnoughts had little (or much reduced) armour at bow and stern hence added vulnerability in addition to a much reduced number of guns v's an opponents full broadside, and this is without mentioning the actual number of ships capable of firing at the opponents.








