Crete = great way to improve infantry tactics

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johntindall
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 200
Joined: Wed Aug 22, 2012 12:55 am
Location: Sydney, Australia

Crete = great way to improve infantry tactics

Post by johntindall »

G'day all,

After a very frustrating start, I have almost finished the Crete campaign. I realised when I finished the "Galatas" scenario that my infantry tactics have improved 200%.

I would like to recommend this campaign to any newbies who wish to learn and improve their infantry tactics.

Be warned - the first scenario is tough and may take several attempts to get through, but you'll find that with each scenario you'll be a much better infantry leader.
Old_Warrior
Major - Jagdpanther
Major - Jagdpanther
Posts: 1019
Joined: Fri Apr 30, 2010 3:13 am

Re: Crete = great way to improve infantry tactics

Post by Old_Warrior »

Some big tips in this game for infantry:

1. Use cover.
2. Stay out of LOS and/or Range as much as possible on the attack. Use the "One Tile Rule" - keep a tile between each infantry unit as much as you can.
3. Spread out! Do not clump your men together. Nothing like getting multiple losses from mortars and artillery shots.
4. Use the Medic as quickly as possible for key units in order to regenerate it as quickly as possible. There is no use hoarding it for "just the right unit" when there is a good squad that could use the help.
5. Same goes for the Drill Sgt. Promote units out of LOS of the AI/players and use it right away when it is ready. I have promoted units that were not in good morale and it helped them get back in good order. Know the bonuses for promoted units and get to know how they will operate under fire.
6. The Sniper ability for the highly promoted units is a real bonus for using against SS and other elite units. I would not waste it on a Volksgrenadier unit but rather would look for elite units to reduce. Remember that using the shot will use up all APs. It is a valuable shot when you need to push a unit over the edge or to reduce their morale.
7. Infantry vs. tanks - get into the rear of the vehicle - frontal attacks are a waste of the dynamite icons.
8. Flamethrowers are great weapons. Medic those units as quickly as possible and if you decide to commit one make sure you keep the Medic available for it. Suppress the units first if you can and then move it into range and watch the fireworks. The Flamethrower units are about the most powerful in the game.
leci
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 456
Joined: Tue Apr 03, 2012 12:00 pm

Re: Crete = great way to improve infantry tactics

Post by leci »

I realise that parachute drops will be subject to chance, but other than troops landing near canisters or cover, the first scenario is impossible.

Also, retreating troops do 'retreat' towards the enemy. The graphics are poor in the first scenario and in others i.e. it is hard to see German troops.

Leci
My directory of Battle Academy Playable Mods & Scenarios at viewtopic.php?f=87&t=43167

Gilles
Old_Warrior
Major - Jagdpanther
Major - Jagdpanther
Posts: 1019
Joined: Fri Apr 30, 2010 3:13 am

Re: Crete = great way to improve infantry tactics

Post by Old_Warrior »

I believe that part of the fun of this campaign is the replayability of the first mission. I agree like many others that the first mission can be a complete wipeout for the German player but it is fun to try and beat the AI in difficult situations. I am planning on building some US Airborne missions based on this concept. It will ensure that the human player will always have a wide choice of deployments and cause him to have to operate in an unknown environment as the Germans will be randomly bought by the AI.
leci
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 456
Joined: Tue Apr 03, 2012 12:00 pm

Re: Crete = great way to improve infantry tactics

Post by leci »

I agree that it is 'fun' - albeit like playing a lottery. Look forward to your new scenarios.

Leci
My directory of Battle Academy Playable Mods & Scenarios at viewtopic.php?f=87&t=43167

Gilles
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