The General's Staff Report

Updated on August 7, 1999


At the last debriefing (June 19th) Rommel suggested that I should write a Staff report on my playing style and here it is. I'll start with a description for an offensive type of scenario.

Since a scenario starts with unit selection I will too. My standard mix of units in percentage of buy points is HT 40-50%, LT 40-50% MT 0-10% and BZ 0-10%. If I suspect enemy air strikes it will be HT 45-60%, LT 20% , ACMG 10-15% BZ 5% and MG 0-10%. These figures are modified depending of terrain with the number of VP areas that needs to be controlled decides how much infantry units I will buy and if there is a lot of open terrain I'll increase the number of HT's. On the other hand if there is a lot of forests I'll buy more LT's. This is the mix of units I try to use. If there are some reinforcements coming I tend to go for some more HT's in the beginning (In playtesting my part of the Kev-Hans campaign my initial buy was about 600 points of HT's). A big exception to the above is scenarios of "Conflicts of Infinity" type were you have to grab as many undefended cites as you can as fast as you can, then I buy almost only AC and ACMG from the start and buy the fighting units later.

The deployment of the forces depends on the scenario but I try to describe my usual method. I try to concentrate the HT's in my main attacking direction (one or two directions one to six places depending on the scenario), this is usually in the middle of the map. I deploy the BZ in my starting VP areas or in an easy to transport it location. The LT's I usually deploy as a flanking force and to transport the BZ if there is a need for it. If it is a large map I might include one or two HT's in the flanking forces. I also include some LT's in the main force. The MT's, if I have any, I usually use as a link between the main thrust and the flanking force (forces). I try to group my units into platoons of four to six units and then I try to formulate an objective for each platoon. The objective is seldom very complicated most of the time it's just attack in that direction or to take and hold a VP location. A few turns into the game the objective could be "take out that irritating artillery". If there is a possibility for it I often use one or two "half platoons" of LT's as a reserve just behind the front to take out stray units that may have gotten past my line or to be able to support units in trouble.

On to the tactics. Starting with target priorities. The MA is a top priority target closely followed by HA and LA after that it depends on the situation but I try to take out the lighter (Especially BZ's) or wounded units first. The next question is when to fire. This is closely related to how I move my units so I'm going to mix them together (sorry). I always (almost) take any shot I can at a MA. If I am to advance on some units sitting one to five hexes away I usually fire about 50-75% of my shots in the first fire phase saving some to take passing fire shots. In this situation I move the units that have fired first letting them soak up any enemy passing fire (usually I use HT's for this). If I encounter an enemy force that is equal or larger than mine I try to get my units into cover (forest, farm or city) and let the enemy advance and take the opportunity to take passing fire as the enemy advances. Sometimes playing the attacker and I encounter a larger force than my own and if I have the chance to sneak the units outside LOS I take the shot in the first fire phase and then sneak out of sight in the movement phase and can hopefully repeat this next turn. In Kev's company action I had one LT facing four MT and taking one of them out before I slipped up. If I'm playing a low resource scenario I'll try to use the unit repair capability of cites. In these situations I actually prefer the MT because if it has taken a BZ hit it only takes one turn to restore it's health enough to take another BZ hit, for a LT this takes three to four turns (can't remember the exact number). To avoid being totally paralyzed under artillery fire I try to keep my units separated by one hex especially if I'm moving off roads. If you have HT in this pattern they will also be able to support each other with AA fire. Speaking of AA fire I try to have lighter units in groups of 4 LT + 2 ACMG were the ACMG will move last.

My artillery usage. When on the offense I almost never use any artillery and if I do it is going to be some MA or maybe an airplane or two. The reason is that I have found that by the time the artillery is ready to fire on its target my conventional units has already destroyed or are to close to the target. That's why I prefer to have 20 points of armor instead on a HA in the case of the LA it's to short ranged to be of any value and there is also the need to guess were Earl will be the next turn. Another reason for my sparse use of artillery is that the cratered terrain will slow down my advance. I will rally by any MA if I'm playing a low resource scenario but if there is enough points I might buy two to four of them (terrain and scenario dependent I used MA in Interloper V put not on Pioneers Pass) of them. If I have some MA I put them on the edge of the HT's so they can assist the flanks if any of them is attacked. I use the MA to destroy enemy HT, MA and ET and to clear large cites. As for airplanes I use them for artillery hunting and to clear up VP regions but this is only when I got plenty of points to buy airplanes for. As a side note I will of course use any artillery provided by the designer:).

Differences when playing a defensive scenario and playing as the defender. Since I'm not a very good defensive player I try to be brief. In the unit buy I will buy more BZ and I will definitely buy some MA. I have found that 4 MA, 4 HT and 4 MT will be a great defensive barrier especially if the enemy has to go through a narrow passage. Use the MA to crater the terrain and the HT/MT to take out any units that survives the artillery with passing fire. This was a nice way to win the Oahu (Pearl Habor) scenario in TPG1. I also almost take all shots I can in passing fire when playing the defender and then withdraw the troops a few hexes this way I get to take high percentage shoots and forces the enemy to take low percentage shoots.

To sum it up this is my way of playing and I usually destroy a larger number of units than I get destroyed (that's the way of winning my scenarios). This tactics is only designed to beat Earl (AI5) and will probably not be as efficient against a human opponent. I will try to answer any questions in Rommel's Guestbook or at the debriefing or mail me at hga71@telia.com

General " I don't claim to be the best" HGA


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