Dancing SDKFZ's and a possible fix
Posted: Fri Nov 18, 2011 1:44 pm
Today I killed a Cromwell by driving an SDKFZ around at the limit of the Cromwell's firing range. Once the Cromwell had used up all its reaction shots, I drove a Panther right up to it and blew it away. I'm not proud...but my opponent had it coming 
This "Dancing SDKFZ" tactic seems a little unrealistic to me, so I'd like to suggest a possible remedy. "Hold Fire" is a partial remedy to the "Dancing SDKFZ" ploy, since it still allows a unit to fire if it has a sure shot or is about to be overrun. However, "Hold Fire" permits an opponent to move within medium range, where there's a decent chance of a kill. Perhaps there could be a third firing mode for vehicles, a hybrid of "Fire at Will" and "Hold Fire." I'll call it "Guard" mode. In Guard mode, a vehicle would ignore units lacking ranged AT capability unless they move adjacent. However, it would fire at AT-capable units as normal.
This "Dancing SDKFZ" tactic seems a little unrealistic to me, so I'd like to suggest a possible remedy. "Hold Fire" is a partial remedy to the "Dancing SDKFZ" ploy, since it still allows a unit to fire if it has a sure shot or is about to be overrun. However, "Hold Fire" permits an opponent to move within medium range, where there's a decent chance of a kill. Perhaps there could be a third firing mode for vehicles, a hybrid of "Fire at Will" and "Hold Fire." I'll call it "Guard" mode. In Guard mode, a vehicle would ignore units lacking ranged AT capability unless they move adjacent. However, it would fire at AT-capable units as normal.