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Expired: Quick Tactics

 

01-21-00

Quick Tactics!!! Don't place infantry too close to tanks. Tanks are "shell magnets" and in Combat Mission any shell which misses a tank or ricochets off it could kill nearby infantry.

 

01-16-00

Quick Tactics!!! Remember that the most effective ambush is that one which is sprung at a time and location where and when the enemy had no expectation or fear of it.

 

01-11-00

Quick Tactics!!! Remember that the enemy knows which of your units are high value and which aren't. Showing him glimpses of high value units can, against a suitable opponent, allow you to guide his actions without him even realizing it.

 

01-07-00

Quick Tactics!!! NOTHING is so threatening to an experienced player as a seemingly empty treeline. If the enemy commander is poor enough to let you see him occupying the treeline he will be little challenge. If he is cunning enough to occupy it without being seen then you are in for the fight of your life.

 

01-06-00

Quick Tactics!!! An ambush position held for 2 minutes is held for 1 minute too long and will result in unnecessary casualties......

 

01-05-00

Quick Tactics!!! When entering a treeline with infantry don't be afraid to have your supporting tanks shell as far into the wood as possible. Most opponents will carelessly set up their ambushes near the wood's edge and will suffer casualties and suppression to this fire thus letting your infantry close with and assault them.....

 

01-04-00

Quick Tactics!!! The player who will follow his artillery more closely than others gains a decisive advantage. Don't be afraid to suffer a few casualties to artillery from following too closely. In all likelihood your casualties will be lighter than if you had not used any artillery at all.

 

01-01-00 

Quick Tactics!!! Remember that artillery doesn't win battles all by itself. It can help but you need to follow artillery assaults home with infantry and tanks. If you have followed all the earlier tactics than your enemy should already be shaken and disordered when your first wave goes in.

 

12-30-99

Quick Tactics!!! Don't be afraid to "waste" artillery on a portion of the enemy front you don't intend to attack. Most players will assume that anywhere you are dropping artillery you are intending to attack thus artillery makes a wonderful "fixator" and feint.....

 

12-29-99

Quick Tactics!!! If the enemy position is extremely tough then don't be afraid to "get World War I" on them. A prolonged and fierce artillery barrage followed immediately by a dismounted assault will crack even the toughest of positions.

 

12-27-99

Quick Tactics!!! Intermingle Artillery Forward Observers with infantry squads so they aren't so obviously FO teams. You'd be amazed how many people moan about losing their FO teams to machinegun fire when their FO teams are standing at the edge of a forest sticking out like a sore thumb.....

 

12-26-99

Quick Tactics!!! Always save some artillery for the end-game. You should keep up to one third of your artillery as a reserve for the final push. You never know what opportunities may arise where having just a few more 'rounds on call will make a difference!

 

12-25-99

Quick Tactics!!! Don't forget that your artillery has smoke for a reason. It is a wonderful screening tool. A well timed and coordinated smoke mission will allow you to close with the enemy with a minimum of losses as well as shield your moves from the enemies prying eyes....

 

12-24-99

Quick Tactics!!! When assaulting an enemy position artillery fire can cause them to keep their heads down and allow your assault force to get close at a minimum of casualties.....

 

12-23-99

Quick Tactics!!! Enemy attacks involve a plan. A plan involves co-ordination. If you can wreck the co-ordination you are half-way to unraveling the enemy plan. Artillery is a wonderful pinning weapon. Use it to pin a flanking platoon for 2 or 3 minutes and you will either force the enemy to halt his drive momentarily to maintain co-ordination. Re-deployment time is like gold to a defender OR the enemy will attack piecemeal which is also good for you....

 

12-21-99

Quick Tactics!!! Call in artillery fire early. Don't worry about having LOS to the target. You ONLY need to have LOS when the rounds actually start to fall and thus have a few minutes to run your FO into position.....

 

12-20-99

Quick Tactics!!! One mortar firing into an enemy firebase situated in trees can pin the entire platoon, rob the advance of support and thus make a decisive contribution to turning the entire assault back.....

 

12-18-99

Quick Tactics!!!  Small artillery or mortar rounds impacting in trees can cause treebursts.  Treebursts vastly increase the effectiveness of small shells as deadly wood splinters as well as the normal shrapnel will rain down upon any unit caught below the burst.

 

12-15-99

Quick Tactics!!!  Small calibre shells (anything less than a 150) are virtually useless against dug-in squads or units in sturdy buildings unless you aim to keep firing till the building comes down which is highly inefficient and a waste of ammo.

 

12-12-99

Quick Tactics!!!  Use 1/3rd of your force for scouting, flank and rear area security at all times or be prepared to suffer heavily at the hands of the AI and especially human players...You can increase the area covered by these units by using the 'split' command and effectively double the amount of maneuver units at your disposal!

 

11-27-99

Quick Tactics!!!  While it is more difficult to get a turretless vehicle into hull-down positions they also expose themselves far less when hull-down. The very top of a StuG's superstructure is a smaller target than a big turret. If you can get them into a hull-down position they are more survivable than an equivalent tank!.....

 

 


 

 

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