Company of Heroes: Eastern Front

Author Topic: Armored Infantry Platoon - Kampfgruppe Tactics  (Read 3847 times)

Offline Otto Halfhand

  • Donor
  • Mr. Spam
  • *
  • Posts: 1166
    • View Profile
Armored Infantry Platoon - Kampfgruppe Tactics
« on: March 29, 2012, 01:00:50 AM »
Infantry Halftracks have three firing ports: two to the front and one to port or starboard flank. No firing ports to the rear.

I offer this configuration for your review and comment. I think it optimizes firepower, protection and tactical flexibility. I use it mid to late game like a zis ambulance. When PGs dismount for combat other infantry groups can be given a mount order. For Base Rapes change out gr43 for an additional shrek squad.

 Panzer Grenadier Platoon (55FP):
motto: "Get there First with the Most"
  • IHT, GR43 squad, Shrek squad both mtd.
  • IHT, 2 ST44 squads one dismtd.
  • ATHT in support role 1/2 screen back
Group 1:IHTs
Group 2:PGs

IHTs deployed in echelon dismtd squad reinforcing with movement order to mount. IHT-1 is nominally the lead unit. IHT-2 and dismtd PG to serve as flankers. Hopefully the correct weapon is fired by AI for lead IHT. I am thinking in terms of the AI sees all and knows all in this regard which would offer a slight advantage when facing an ambush. ATHT is brought forward as required.

Kampfgruppe suggestions: Use the PG Platoon in  Support with any other type of half track (to maintain the same road speed) of or in combination with other units or missions.
  • Close combat support and mine laying - add Muni HT
  • Patrol - ATHT
  • Fire Mission - Mortar HT (with or without Muni HT
  • Recon and capping missions - escort Funkwagon and screen or support for kets
  • I think it should micro well. Regretably when I started with EF in 2011 I had one disfunctional finger on my left hand. A year later I have three disfunctional fingers on my left hand. My micro doesn't really improve over time it degrades. If you choose to use this idea let me know how it micros for you. If it doesn't work for you  please let me know too.
« Last Edit: March 29, 2012, 06:12:16 AM by Otto 213 »
孫 The
EF_v1.7.10
子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell
兵 of
Sun Tzu says: In warfare one compels and is not compelled by others
法 War

Offline Cranialwizard

  • Donor
  • Poster of the Soviet Union
  • *
  • Posts: 3270
  • Unknown Soldier
    • View Profile
Re: Armored Infantry Platoon - Kampfgruppe Tactics
« Reply #1 on: March 29, 2012, 01:59:22 AM »
Infantry Halftracks have three firing ports: two to the front and one to port or starboard flank. No firing ports to the rear.

I offer this configuration for your review and comment. I think it optimizes firepower, protection and tactical flexibility. I use it mid to late game like a zis ambulance. When PGs dismount for combat other infantry groups can be given a mount order. For Base Rapes change out gr43 for an additional shrek squad.

 Panzer Grenadier Platoon :
motto: "Get there First with the Most"
  • IHT, GR43 squad, Shrek squad both mtd.
  • IHT, 2 ST44 squads one dismtd.
Group 1:IHTs
Group 2:PGs

IHTs deployed in echelon dismtd squad reinforcing with movement order to mount. IHT-1 is nominally the lead unit. IHT-2 and dismtd PG to serve as flankers. Hopefully the correct weapon is fired by AI for lead IHT. I am thinking in terms of the AI sees all and knows all in this regard which would offer a slight advantage when facing an ambush.

Kampfgruppe suggestions: Support with any other type of half track (to maintain the same road speed).
  • Close combat support and mine laying - Muni HT
  • Patrol - ATHT
  • Fire Mission - Mortar HT
  • Recon and capping missions - Funkwagon

I think it should micro well. Regretably when I started with EF in 2011 I had one disfunctional finger on my left hand. A year later I have three disfunctional fingers on my left hand. My micro doesn't really improve over time it degrades. If you choose to use this idea let me know how it micros for you. If it doesn't work for you  please let me know too.

                                         

One of the key advantages of fighting with Halftracks is your ability to reinforce right on the front lines. Using the halftracks next to/with your infantry is an essential way to use them, though keeping IHTs at range is often a better tactic because they are indeed quite fragile.

Though your plan sounds quite well thought out for a mobile attack force, I would rather get a MHT for the same fuel cost and work with it rather than risking 2 Halftracks. The MHT is a valuable unit for the Panzer Elite because it provides the much needed Indirect Fire Support that all of the other factions can easily access at one time or another, sometimes in multiple options.

I like the set up of the first one as it supports soft counters to AT and a decent anti infantry support force. However, you seem to have invested a lot of fuel into T2 units and if a tank like a T-34, M4, or Cromwell pops your forces you see heavy casualties (Even a Stuart, with it's Canister shot it will just rip your PGs apart.) You probably would want to re-think your strategy and try to at least go for a T4-ATHT to provide another small yet crucial counter to incoming armor. Then it really comes down to how your opponent is fighting you. Is he coming at you with vehicles and tanks? If so, if you have a low fuel income, invest in ATHTs, but make sure you have the munitions! If you have lots of fuel, go for Marders. If you have no fuel whatsoever, press your "Oh Shit" button and get a Hetzer. They suck, but they're at least able to go toe-to-toe with some armor in support of shrecks until you get some of the map back. If your enemy is going for a mainly infantry force, invest in ACs to harass their capping if you are low on fuel, MHTs if you have a decent income, or Panzer IVs for the sure-fire way to beat back infantry, if you have the fuel.

As for your second tactic, it sounds like you're using quite a bit of fuel here for teching. You would need a strong hold on the fuel in your map inorder to pull such a strategy off. The ATHT should also be used at range, while it is an AT unit it is the weakest (Yet, one of the most useful/powerful) AT unit in game IMO. Keep it at range until you see an enemy vehicle/tank and pop in with speed, disable it, and use your Marder/Nashorn/JP4/Hetzer to hammer it at range. Alternatively you can also use the ATHT to "Countersnipe" for 40 munitions. Though risky against blobs of rifles it gets the job done and done well, as you have an insane accuracy against infantry.

Just my take on things :) Also remember that Shrecks have the same accuracy they do on the ground than when they have in the halftrack. Makes for a nice chase against enemies like M8s, Stuarts, Staghouds when they are low health or disabled, the Shrecks are fairly well protected and can still hit the allied armor hard.

I am also sorry to hear about your hand  :( I hope that you eventually recover. :) My family has a line of nasty diseases that may eventually hit me some day.
« Last Edit: March 29, 2012, 02:03:31 AM by Cranialwizard »
"Balancers are 10 a penny"

Offline Otto Halfhand

  • Donor
  • Mr. Spam
  • *
  • Posts: 1166
    • View Profile
Re: Armored Infantry Platoon - Kampfgruppe Tactics
« Reply #2 on: March 29, 2012, 08:25:08 AM »
 I poorly stated the KampfGruppe Section and modified it. I will add your note about Shrek effectiveness as well. One problem I have had in the past is when concussion from enemy fire staggers Shreks back while attacking. Perhaps when firing from IHT the stagger effect will disappear and make the attack a little more effective?

I have added an ATHT to the platoon per your suggestion. Your argument is cogent but my counter to a meeting engagement with armor or nasty AT is to Skeddadle backing out ASAP. That is the reason for the echelon formation In my experience it is difficult to one-shot a HT and presenting alternate targets (hopefully) creates enough confusion to allow me to escape. With PG repair available you don't have retreat too far from the action.

The mortar HT is problematic. When dealing with vCOH factions I get one and if fuel is a problem forgo a second IHT. When dealing with the Sovs and bad ground it is a hard choice. The 107mm mortar outranges you and deals horrendous damage. But I think that is a topic for another day.

You have one misconception: the PG plt. is a tactic not a strategy. As such I can't use it until I have sufficient fuel and have no qualms about disbanding it for a different formation. It is also a tactic geared for EFv1.6. When EFv1.X comes out I may have to abandon it entirely. I use a rcce plt that has been reconfigured 3 times for EF with different tactics each time. I don't think it is suitable for v1.6 :'( The TO&E for PG plt is tailored to include counters for Sniper starts, Conscript starts, and Fast Vehicle Starts, (Thanks to your suggestion about the ATHT).

Your observations about Fuel are most telling. From my POV very conventional, (not a slam). My strategy is to destroy the enemy base, my Strat is prioritize fast panthers, (255FP or 26FP/min gain for 10 min. Panthers come in around minute 20). To this end I concentrate on the fuel market. I find 60%  map control is adequate(~40FP/min), at the same time trying to limit the enemy's map control to 30% or less. The rest is disruption. The Sovs cap at incredible rates, but if you look at the time it takes to decap and cap the Fatherland and compare it to how long it takes PGs to decap the Motherland its about the same amount of time  throw in camoed Kets to isolate several sectors at a time or booby traps time to move to fix the problem. All I can say is "I love fighting in the Rain"

BTW: I've been playing wargames for 45 years now and lost a lot of games. Some Days the Dragon Wins.

Cranial you have my sympathy. BAD GENES SUCK.



 
孫 The
EF_v1.7.10
子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell
兵 of
Sun Tzu says: In warfare one compels and is not compelled by others
法 War

Offline Andreas

  • Ingenery
  • *
  • Posts: 48
    • View Profile
Re: Armored Infantry Platoon - Kampfgruppe Tactics
« Reply #3 on: March 29, 2012, 06:53:56 PM »
Watch snipers taking out 2 Pgrens in a halfrtrack per shot. Youll see the snipers trollin'!

Offline Pac-Fish

  • Axis Commander
  • Poster of the Soviet Union
  • *
  • Posts: 2494
  • Waka Waka Gluba Gulba
    • View Profile
Re: Armored Infantry Platoon - Kampfgruppe Tactics
« Reply #4 on: March 29, 2012, 10:42:55 PM »
Watch both snipers get hunted by the Hts :P. Well, unless there's support.

Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"

Offline Otto Halfhand

  • Donor
  • Mr. Spam
  • *
  • Posts: 1166
    • View Profile
Re: Armored Infantry Platoon - Kampfgruppe Tactics
« Reply #5 on: March 29, 2012, 11:22:47 PM »
You' all are both right. And each HT can chase after a different sniper. I think a trade off  of 2-3 PGs, (that I could quickly reinforce), vs one dead sniper with a second driven off acceptable. If the ambush has 3 snipes I think there might be problems; but that is the time for mortar support.

Speaking of mortars Cranials comments about getting a MHT rather than an 2nd IHT are very sound.The formation being discussed is for midgame use. Cranials comment is early game oriented, and at that point the build choice is to go for 2ACs or 1MHT first.

This  thread is not a strat discussion per se. I assume all PE players have a basic OB in mind and that works into a Strat for obtaining your desired OB. The 2IHT/4 ShreckPG Tank Destroyer Strat is a classic.

Personally I'm trolling to determine if 2 IHTs make sense for a default OB.


« Last Edit: March 29, 2012, 11:25:34 PM by Otto 213 »
孫 The
EF_v1.7.10
子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell
兵 of
Sun Tzu says: In warfare one compels and is not compelled by others
法 War