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https://www.youtube.com/watch?v=fS2L0aQxWLM
https://www.youtube.com/watch?v=ZTPfQl0PzAY
https://www.youtube.com/watch?v=oTZTADnXfTg
Set the arty fire (28m45s):
https://youtu.be/2_oGDue0oos?t=28m45s
Ask for an adjustment fire (30m31s):
https://youtu.be/2_oGDue0oos?t=30m31s
Then, ask for a fire (46m21s):
https://youtu.be/2_oGDue0oos?t=46m21s
Results (01h23m22s):
https://youtu.be/2_oGDue0oos?t=1h23m22s
A far more awesome example will come soon: the destruction of 8 towed howitzers in TW.
German arty take long time to fire. The 76.2 mm (USSR side) is very fast and very effective.
Set the arty fire (26m40s)
Ask for an adjustment fire with HE/contact shells (27m49s)
Then, ask for a fire with incendiary shells (43m14s)
Smile and laugh
Results (01h34m55s)
https://www.youtube.com/watch?v=gW6U9m3rilQ
Hier geht's zu meinen deutschen Tutorials:
https://youtu.be/4cRYJFknLPU
https://youtu.be/95VzpEL8aes
Tactical guides - how to play right.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1268165497
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1286200298
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1272579814
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1312885759
I hope this helps anyone who needs it. Copy and paste the external link if you want to locate a specific subject, and look in the description.
https://youtu.be/wwwacMv-IjQ
Thank you for this!
I started to develop this set when I realized after a few hundred hours that I was still playing the game like a "realistic" RTS title.
As my personal prefered playing style this is strictly meant as a recommendation.
Feel free to experiment with it.
These rules make the game much harder so I would not suggest to play like this without at least some experience with the game.
General: I play with the simulator difficulty preset, indirect orders system, 3 hours battle time limit. Battle results are accepted no matter what, no reloads ever.
House rules:
1a. I generally deploy my units in a hopefully realistic way as far as the game allows. This means I try to consider the actual battle map. Could my forces actually be here without being in contact with the enemy already? That is the big question and mostly arises when the enemy has well fortified positions. It is not easily conceivable how I should be able to deploy forces in open terrain in front of likely enemy positions. So, as an "attacker" I try to deploy in areas where my forces will be mostly invisible to the enemy at battlestart and if that is not possible I deploy far in the back of my area. If both sides can dig in, have trenches in their squares or it is a "meeting engagement" (attack meets counterattack), then I deploy only with the second rule, but still I will stay several 100 m away (300-500 m) from the enemy deployment area. This mostly eliminates the issue with sudden "all in" shootouts occuring 5 minutes after battlestart, which can plague some of the larger operations with many guns and tanks.
1b. As a second rule I generally deploy near the area where my forces were on the operational map, either in their square directly or if this conflicts with the first rule, then closely nearby in neighboring squares.
These deployment rules are a big handicap and a lot of movement is necessary to get an attack going. Additionally, I do not cross rivers and other terrain problems magically in deployment to avoid a dangerous crossing.
2. I give most orders and artillery targets in deployment or initial orders phase (you can play with low or very low command recovery, I use "very low") and usually give orders to whole platoons. This helps to avoid micromanagement and the "RTS itch" so to speak. Playing with only "scheduled artillery support" from the artillery options, which is probably the most realistic setting for this kind of artillery, can completely change the feel of tactical battles as well.
3. I generally do not use orders the AI does not have access to. Such orders are for sure "do not fire at infantry" and "fire at ground". "Hold fire" and "save ammunition" and the "fire arcs" cannot be used by the AI as well. The Devs call such orders "artificial", which are not likely to be issued in reality in the way the player often does in the tactical battle. For this reason the AI does not use them as far as I know.
4. I do not throw everything I have on the map into one huge coordinated attack. Instead my BGs get specific tasks to hold suares or key points or to support the main attack. Only the BGs which committed to the advance (BGs which have advanced into enemy territory on the operational map) are meant to really push into enemy held positions in a well organized assault.
The rest is then used for defending the ground, scouting, support roles and counterattacks if necessary. I find this more realistic and the AI seems to do it similarly for the most part.
When I started with the game I would just array all I had on the front and storm the enemy positions after artillery bombardment. This is a classic RTS approach. The game was very easy like this and the AI got simply overwhelmed. This was the hardest thing for me to learn in the game. That it is not meant to be played like a "realistic" RTS, but with real military concepts in mind.
In general by now I try to follow the operational briefings how to move the units and were and when to attack.
5. Due to engine limitations trenches and ammo boxes can be spotted by the player after deployment. For that reason I do not fly over enemy ground, but give orders from my territory or on the map screen.
If I still happen to see dug in positions during initial orders I pretend I did not see them and follow my original plan. This is painful, but the AI does not know where your trenches are either and neither your forces nor the AIs can recognize trenches before enemies are spottet or the shooting starts.
6. I do not shift heavy weapons between BGs with the reserve mechanic. I have a hard time to imagine that a PAK 40 or 88 mm Flak is transported over the whole frontline in 2 or 3 hours and then set up again in perfect conditions just where it might be needed. Try to move a PAK 40 with trucks on the tactical map and you will know what I mean.
7. I allow my units to march to their doom. Example: I send a tank plattoon to capture a key point and suddenly the tanks receive flanking fire. I am aware of that, because I see the shells flying and the guns as well after some time. The tanks however usually do not and are not aware of the guns for an extended period of time. So, I let the tanks carry on with their mission and get possibly killed, instead of stopping them immediately and pointing them in the right direction. The AI handles this the same way.
Such situations happen in the game countless times and it is a major aspect in the outcome of a battle "human vs. AI".
This "limited information" concept is exactly what the AI is based upon and it is what makes it inferior by a big margin to the human player if the game is played like an RTS.
It would have probably been easy to make a scripted AI which reacts instantly to new threats in scripted patterns the kind of which is seen in almost every RTS. Instead we get an AI which is capable of simulating the real confusion of battle. It is worth to consider this when playing the game.
This is a whole bunch of "rules", but I have over 1000 hours in the game by now and after a while it got unsatisfactory without such rules.
In summary I can say that since I started to play like this the game paradoxically got far more difficult and interesting despite all the hours I put into the game.
Edit: Some general updates, updated Nr. 1, Nr. 3, added Nr. 7
I love to play in realistic way, obviously, hence I play Graviteam Tactics Mius Front. However, I always deploy my troops according to my liking and tactical plan and I don't consider it an exploitation. Every square I can march/advance to has only two, diagonally placed, predefined "points of movement", this green squares. I consider them to be general points of reference as to the location of battle groups in tactic battle (computer must place my battlegroups somewhere to start with). Therefore, if only logical and sensible from leader's point of view positions for soldiers arriving to the battle are within deployment area, I do place them there. Game itself restricts deployment of units to certain distance of original, starting positions, and that is good enough for me.
The way I see it: if starting positions in deployment phase are in the open, where soldiers would be a sitting ducks, while right next to plains are woods, it is obvious to me, that every commander would rather aim to lead his army through/into the safer positions, instead letting for slaughter.