act 3 last battle line up, for reference only, as not only have i now done it twice, i also have done it with a perfect score, no loss to me, well apart from the units i couldn't sell, so was given to me, and tbh i used them as cannon fodder

- last battle.jpg (232.27 KiB) Viewed 4341 times
units in place ready for the attack,
3 reaver BT
30 shadowsords WU model
4 BA sang guards
all new bought after first deleting all units i could, as lets be honest, a mixed bag against what i have, is well like comparing USSR with Wales, a bit of a miss match, so lets be fair...
oh and the rest on map are, none sell-able, which is a shame...
7 mixed blue units
1 BA sang guard
1 green SA commander
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tactics used,
not to rush in aka command and conquer style, and yes i have and do use a plan, useless i may be, daft as a brush i'll agree with, but where TANKS are in it, i lead, they follow
as infantry by default in this game get a % of attacks greater than any other unit, use that to your advantage, yes the ones i have picked don't have the best scouting range, and that's one reason you need them in your force, the other is to take objectives, as they move quicker than your force you need to hold them back somewhat unless you want to lose them and fail the last one that is, use that to heal them all the time as they will need it, where as most of the time your tanks will not...
next TANKS are best used in not only the open, but also in line for support, use the undo button to move you infantry unit, see how i place at least one with every TANK line to scout, once spotted you have a attack plan...
use what ever you can to your advantage, all Orc units most if not all of the time are in very small groups, 1 to 4, with no support or little in range, so wipe out groups before moving on,
so again, move infantry with the undo button to scout out and range the targets, it's not cheating as it's in the game, so use it, don't move 6 or more hexes in one go, just because the unit can, remember to keep you eyes on the TANKS range also while moving forward, it's it no good spotting stuff your TANKS can't attack either, so little and often win's... not using this give the Orc's a turn to fire back, not a great choice commander....
now your infantry have spotted an Orc unit, always expect more there, so attack in one of your groups, as 10 units are in each group, you can have maybe 3 do long range shots, 3 do medium shots and the rest if needed to follow up or close in attacks, just keep all TANKS away from one hex until weakened, and never leave infantry un supported, either way they if they are left in range no matter how many TANKS are around the last Orc will take all of the attack it has left against your infantry unit anyway, and your TANKS won't be touched most of the time, end turn....
next turn as you will have moved all you groups forward like this, use one group to heal if needed, replacements are fine as all units have no exp before battle and won'y have much at the end either or needed, then move the others who may not have been in combat for the first turn or so, not till later on in this mission will all 3 be used at once, and by then the Orc's won't put up much of a show here anyway...
combat odd's are just that, trial odd's sometimes they are correct, sometimes they aren't, so never always rely on them, let your numbers alone count, 10 by 4 you win every time, with no loses, and remember forward isn't the only way, you can go back as well, as time isn't a problem, too much damage is...
hopefully using all this won't spoil you fun too much, and if your happy with the default load out, well good for you, if you can win it with it, then that's even better as you must be loads better at it than me, as i couldn't so found a work around than works almost every time it has been tried, the only time this doesn't work is in those battles where you can't sell your stuff so as to have no options other than play with what your given, then i do badly, i win but can lose a high % of my attacking force...
oh and later on, if your infantry are taking too much damage, keep them behind your TANKS but don't move them unless you think they will die, and just spend each turn adding replacements and keep your TANKS in line, as the Orc's will forget about the TANKS and keep doing long range shots of little to no damage to your infantry in real terms as they can't get close to do real damage as your TANKS are in front ,while your TANKS wipe out the rest of the Orc's yes it's basic and brutal and maybe uses the TANK far too much, and also as yet i haven't mentioned the Titans, that's because i only use them like infantry to attract fire from the Orc's, and as they seem to be able to cope and take it, are good at taking up the Orc's moves and shots, and lets my TANKS go on un molested and again good at any larger unit the Orc's have instead of single unit figures that maybe other attacks could do, but saying that, 5 to 10 TANKS take out almost anything
and why no artillery now, it's too weak in combat and get killed too easy, so don't now buy it, same as any air unit i can buy, but saying that, the Air power on it's own button has been grey out in every battle i have played i think so apart from the odd air unit that isn't in the section and is in with other units, i have no idea why air units apart from those odd ones aren't used in the game? didn't they have air cover or space ships? seems a bit odd and nobody else seems to mention it so is it taboo or something here? sorry if it is
have fun, i did....