While I make no claim to be a tactics god, I do feel I have learned a few
lessons, which may be of use to some of you who are brand new to Combat Mission.
What I will discuss here, many of the veteran players will probably already
know, but to you new Canadian Combat Mission gamers it may be worth your while
to try to apply some of this knowledge.
The first thing I'll cover is the infamous "Hull Down" Position. What is Hull
down? Hull down, simply means that in relation to your target, your tank or
armoured fighting vehicle (called AFV from here on in) presents only its
turret or a small portion of its body to the enemy who you are targeting/is
targeting you. The hull, or main body of your AFV is out of the enemy's line of
sight (LOS). When you present the enemy with a hull down position, you give him
less to shoot at and usually, the part that he does have to shoot at is one of
the most thickly armoured parts of your tank - the turret. In addition, you may
be harder to spot, since you are providing a smaller target. Ideally it would
be nice to get into a hull down position every time, however this will not be
possible. Your opponent should be doing everything in his power to nullify the
advantages you have in a hull down position. One thing to keep in mind is that
you are using the terrain as cover, putting a chunk of it in front of you to
obscure your AFVs hull. This may sound like a redundant statement, but the
reason I mention this is that some people have learned the hard way, that just
because you are hull down to one target, doesn't mean you are hull down period.
Let me illustrate. Imagine you're are commanding a Canadian Firefly. You are
hull down behind a ridgeline that runs east-west, facing an approaching Tiger
at 12 'o clock. Right now, your turret is exposed to the Tiger. Depending on
the range, he may not even see you yet. If he does, he'll have a harder time
scoring a hit and at that his rounds may still ricochet. Now, in addition to
the Tiger at the 12, you have a new Tiger appear at your 3 'o clock on your
side of the ridgeline. The new Tiger at the 3 will not suffer any hull down
penalties, as you are not hull down to him at the 3, only to the Tiger at the
12. By the way, as the Canadian Firefly commander I like to call this type of
a situation "bad scoobies". ;-)
The importance of hull down is it may allow you to use a lesser tank against
an opponent who may have a better tank, particularly in terms of armour. This
having been said I should point out to that being hull down does not make you
invulnerable, it simply gives you an advantage. Keeping that advantage is
something your forces will have to collectively work towards and is a tactical
consideration more determined my your general plan or objective, respective to
the strength of the enemy you are facing.
Next is the issue of Angles. While in all reality this is complex issue, I will
try and deal with some of its more simple elements as they are related to the
game. When you select a unit and hit enter, an information box pops up. This
box contains a lot of VERY useful information. It will tell you, amongst other
things, what the selected unit's armament is and for AFVs with main guns, what
the velocity, range and rough chances of penetration at range are. In addition,
you will notice a series of angles, 0, 30 and 60 degrees, which are rough
guidelines to the slope of a unit's armour. These rough guidelines should give
you a rough idea of what kind of performance to expect from the armour of your
AFV or the enemy's. The importance of angles has to do with armour thickness
and slope and how that relates to anti-armour fire.
To put this into perspective, using the example from earlier, the Tiger at the
12 'o clock from your Firefly may be in danger or being destroyed. This is
because portions of its armour are at a 0 degrees angle, particularly its
upper hull. This means that, depending on the range, when your Firefly fires,
there is a higher chance that the round will not bounce off, rather it will dig
into the armour, attempting to penetrate. Lets say for the purposes of this
example that the Tiger at 12 'o clock is at 1,000m and not hull down to the
Firefly. It has 100mm for frontal upper hull armour, roughly sloped at 10
degrees. Then consider the fact that a standard Armour Piercing round (AP) for
a Firefly is capable of penetrating 126mm or armour with a slope of 0 degrees.
You will quickly appreciate that the Firefly has a very real chance of killing
the Tiger with a shot through its frontal armour even at 1,000m. This brings me
to my next related point. Tanks are armoured, yes, but the thickness of that
armour is not uniform. The Tiger for instance, does not have 100mm of armour on
all sides and portions of its body. Usually, an AFVs armour is thickest in the
front, giving extra protection to the front of the Gun as it is mounted in the
turret (this is called a mantlet) as well as the front of the upper and lower
hull. The sides are given the next priority, but are usually substantially less
well armoured. Next is the backside of the AFV, which while armoured, may not
have much armour. Lastly is the AFVs top armour, this is almost always the
thinnest of all, sometimes being non-existent in some tank destroyers. So, one
way of looking at an AFV, particularly if you are using an inferior weapon, is
to see the weak spots, generally the sides, back and the top. Penetration of
these weaker areas by lesser weapons is possible, provided the enemy presents
them to you. Of course, the enemy will probably not co-operate if he knows what
you have in store for him, so you must be creative in how you employ your
anti-armour assets in oder to create opportunities to shoot at these weak spots.
Next is the topic of Range. It is common sense for the most part, but again
for the newer players it may need discussion. Range is important, as it
determines the effectiveness and accuracy of weapons. The closer your opponent
gets, the better your chances are of penetrating the armour of his AFVs. Again
using the example of the Tiger, at 1,000m your Firefly was able to penetrate
126mm or armour, roughly sloped at 10 degrees. However, this performance
increases dramatically when you move the Tiger to within 100m where the
Firefly is now able to penetrate 148mm or armour sloped at roughly 10 degrees.
In addition to its increased ability to penetrate with closer ranges, also
comes the fact that accuracy improves. At 1,000m the Tiger is little more than
a blip on the horizon. At 100m, the Tiger is beginning to fill your gunner's
sights, making it increasingly harder for him to miss.
Lastly, is one of the more important lessons an AFV commander must learn how to
use the terrain to move his AFVs closer to the enemy without being destroyed.
You may have the mightiest AFV on the battlefield, but if you can't get it to
battle without it getting killed its useless to you. Considering terrain
includes a few things, elevation, cover and concealment, Lines of sight and
possible locations of good enemy defensive positions. In terms of elevation,
the simple fact is, if a hill is say 20 feet tall, and your tank is 10feet tall,
enemy rounds will have to shoot through the hill to get to you - which isn't
going to happen. Never crest a hill, which means never drive right to the top
of a hill. Once you get there, you may have a hell of a view, but now every
enemy anti-armour weapon has you fixed in their sights. Moreover, if you're
trying to conduct an infiltration attack (sneaking up on the enemy and letting
him have it at close range from out of nowhere) you will compromise the
location of your force. Another important point is that you don't always have
to drive in a straight line towards the enemy. Keep in mind though, that the
enemy probably is prepared for but not expecting you in open areas, and will
probably expect you to use the terrain until your ready to deal with him, so he
may deploy anti-armour assets to prevent you from flanking him or making too
much headway towards him. You must constantly watch the terrain for "good spots"
for the enemy to set ambushes or defences. More on that later. The ground also
consists of features like trees and other vegetation, addition to elevations.
For the most part, this does nothing to stop bullets, but it may prevent the
enemy from seeing you in order to shoot at you. Another though is to
periodically hide your AFVs depending on how much time you have. An AFV on
hide has its engine on a low idle, making it harder to hear, and therefore
detect. As well, an enemy may judge sightings of your vehicles and anticipate
their arrival at particular points, which he has accordingly timed Artillery for. As for vision, staying unbuttoned gives you a better view, and a better chance to spot enemy units lying in ambush, but it also provides enemy snipers and Infantry with targets. Depending on the experience of your AFVs crew, you may not be able to take to many casualties before your crew decides its time to abandon their AFV or drive it backwards to safety, thus eliminating its contribution to your firepower. This becomes particularly apparent when you lose the AFV commander. In general, being able to manoeuvre your AFVs into a position to deal with the enemy on your terms may be difficult with your AFVs alone, particularly if they are buttoned up. This is why it is imperative that you learn to use Infantry and smaller vehicles (like jeeps, scout cars etc.) to scout the land ahead of the AFVs. Many times, they may take fire, triggering enemy ambushes prematurely. However, there will be times where you may not have too many turns to do a battle. In this case, you will not be able to afford the time it takes for you reconnaissance elements to scout ahead. This will in turn force you into a situation where you may have to drive towards the enemy at full speed, disregarding cover and concealment. This is not preferable, but sometimes necessary. If you have the time, use it to carefully check ahead for your AFVs. This way you will hopefully spot any ambushes or defensives, which the enemy may have planted for you. Infantry, are good to use as they cover a lot of ground and have the firepower to attack softer units, like enemy AT guns. As well, they provide multiple targets, which take time and a lot of firepower to eliminate. Infantry are relatively slow, carry much more limited amounts of ammunition and tire quickly. Offsetting this though, they are usually harder to detect, particularly in wooded areas. Smaller vehicles, like scout cars, are also good to use, as they are generally faster than Infantry, and may also have a better spotting ability. In addition, its quite possible the enemy will mistake a small scout car as light armour, thus creating a false threat. Regardless of what you use to look ahead, one thing to constantly be conscious of is lines of sight. Sometimes you may discover "gaps" in hills, buildings or trees for example, where you have a good clean line of sight, or alternately the enemy has a good clean line of sight on you. Watching out for gaps or possible arcs of fire, which present either you or your enemies with good clear shots is vital. You may not always see where the enemy is initially shooting from. It is for this reason that you must be vigilant in checking where possible shooters could be. As well, you may also use this skill to help set up ambushes of your own.
These are some of the basics for commanding AFVs. One last thing to remember
is that battles don't revolve around AFVs, they revolve around accomplished
objectives. So if that means that if other assets, like Infantry, Artillery
and Anti-Tanks guns are more likely to accomplish the objectives, they should
be utilized instead. Ideally one would always have a combined arms force,
capable of exploiting whatever elements are needed to win the battle. However,
the reality is and was that commanders didn't always have everything they
needed to do the job. That having been said, it is therefore worthwhile to
breakdown individual tactics for separate weapon systems and units as well
while also learning to assimilate them into combined arms operations.
Hopefully this "tactics guide for armour" will have been of some use to the
newer Canadian Combat Mission gamers. For all the old grognards this should
largely be a review, no doubt filled with a few minor discrepancies.