MojoFilter99 wrote:
One of the reasons that I'm so big on the Sturmpanzer I's, and why I'm using them exclusively, is how much they change the way that the AI will counterattack. Having 5 Sturmpanzers in my core means that I can wheel them into a trouble spot, and instantly guard the 3-4 hexes in front of them.
(..)
I've seen quite a few AI attacks not even get to the actual attacking phase as a result: once a 13-strength Sturmpanzer fires on them, which always happens before the actual battle, I've often seen infantry attacks simply stop.
Absolutely. The deterrent effect of the Sturmpanzer is of great value in many situations. And I use their greater "readiness" over and over in three situations:
- When my frontmost units step sooner as expected in the visual range of the opposing forces; at least one of the Sturmpanzer is usually in their vicinity and it either gets visible too and helps to deter any attack at all or disrupts it or is a nasty surprise. At Stonne, two Sturmpanzer were sufficient to do the job; this was helped by some nice chokepoints on the map that hampered the other side's movements.
-When I need another suppression dealer coming from further behind to help me get yet another objective that might have been costly otherwise (the Sturmpanzer were vital to take and clear the area around the airfield in my first attack turn).
- When I want to add suppression fire to a small, quickly moving force that deals with some minor objectives that are not too far apart from one another; and "when" in this case pretty much means "all the time".
And though it's a bit dangerous, they are perfect bait (when I don't have support troops around to do that, an alternative I much prefer, of course).
So if they are so useful, why didn't I use more of them at Stonne?
Since the opposing troops attack, there was time to choose the points where I wanted them to meet me - towed artillery does well in such circumstances; and whenever two or maybe even three units might strike within the instant reaction umbrella of my arty, more ammo means that I can usually do: defensive fire, (defensive fire), offensive fire, move forward one step, ready for defensive fire and offensive fire.
Sturmpanzer can't keep up that kind of pressure.
Btw, tactical bombers play a vital role in those tactics insofar as they help me to "choose" what ground units attack mine when.
Take
Beaumont-en-Argonne as an example at Stonne: An attack with 13 strength Stukas on the Hotchkiss and the Somua will incapacitate at least one, so that the AI will repair it instead of sending it forth (likely, both are out for the turn). When my multi-artillery supported front-line only deals with infantry, the probability for no losses is highly on my side. If you want to control the choices of the AI more, Stukas can play a large role.
And Sturmpanzer + Stuka do miracles against AA defended airfields: the first adds the suppression, the second either gets rid of the often difficult to reach target or at least incapacitates it so that other air craft can act within its reach.
MojoFilter99 wrote:
I also have relatively few Tactical Bombers; my Air Corp is 3 Bf109 Fighters, only one Bf 110E Tactical Bomber which is used as a fighter as long as there are any AI planes in the air, and 2 Ju88's.
I chose that disposition of force for it's flexibility; my Bf110 actually had quite a few more fighter "kills" than any of my fighters, because I use it to "mop up" the damage that the fighters do, and knock off crippled units. The real gems are the Ju88's, though. The suppression that they do to really powerful units (like a 13-strength Char Bis) is amazing, and I find it makes it much, much easier to kill those units in one turn...and their effect during Naval scenarios can't be understated.
The effectiveness of the Ju88s against naval targets is plain to me but I never had much success in other circumstances. Hm, maybe I should use them more .. interesting.
Btw, since we have talked about deterrence: an 8.8 has that effect on tanks. Near the final major objective on the map, four tanks are waiting south of
Buzancy. The Char B1 don't mind attacking even with artillery present but they hesitate when an 8.8 is in the frontmost position.
With Stukas to incapacitate them for a turn and the 8.8 to finish them, the heavy machinery was a cakewalk at every point on the map.
One word about the newly added BF 110: I severely underestimated the versatility of that kind of bomber - a look at the stats just doesn't reflect its usefulness properly; and it also has a slight deterrent effect. All in all, it's one of the units that help to control the AI and mop up afterwards. Nice.