Mark Forums Read
Glorious Asylum of Magnificent TAKdom for Beneficial Discussion of Random Shenanigans
ATTN: MuP!! World of Tanks: Zhukov Challenge!
Trouble logging in?
We were forced to invalidate all account passwords. You will have to
reset your password
to login. If you have trouble resetting your password, please
send us a message
with as much helpful information as possible, such as your username and any email addresses you may have used to register. Whatever you do, please
create a new account. That is not the right solution, and it is against our forum rules to own multiple accounts.
ATTN: MuP!! World of Tanks: Zhukov Challenge!
Registered my brother's account. He has:
T4 Light: Leopard
T5 Light: VK2801
T5 Light: ELC AMX
oh and EndlessSoul if you like the BT-2 I would definitely get the T-50.
Can my T5 Crusader be any help? also, is the time of the match is 6pm in California? if so, I pretty sure that I can come. (not living in the US so I don't know what PST, EST, whatever is) my timezone is GMT+7 btw.
Yes, it's California time. If you feel that you are good in your Crusader against all kinds of t5 tanks then by all means bring it along.
Also, we should probably get mikes for this if we can. It will make organization much easier.
Here's a map of Siegfried Line, which details different zones based on what kind of fire can be expected. Some of it has yet to be tested and it's rather general.
Crusader is my most loved tank so I at my best when I control it. and I confident that I can kill any other t5 tank if solo, be it KV1, Churchill or Panzer IV.
though I a bit worried since the map is Siegfried Line. The best way to use the Crusader to rely on it speed, small size and high RoF (about 1.6 sec reload) to rush and cirle enemy but in Siegfried Line, the city is small and full of obstacle (damn those pillar) so my tank can't effective rush and circle enemy there (plus I suck at city fighting, always avoid city in any map). the field is too open so enemy ally tank can shoot me when I circling an enemy and the covers there are prone to arty shot.
I was thinking about this last night and as the initial rounds are open to any-and-all and should be a complete free-for-all .. there's no real rhyme or reason to what team comps we'll be facing. Likely though, we'll be facing KV-1s, Churchills, M4s, PzIVs and VK2801s. Note that all of those vehicles except the Churchill have a "derp gun" that will be likely loaded with HEAT rounds. Thanks for the map, Leo. I would append where the starting positions are on the map as well.
Depending on our team composition, heading into the city is probably a good starting strategy - particular if the enemy fields an army of light vehicles. If Dai is on her StuG, I'm relatively confident of her ability to hold any street against any other Tier 5 vehicle. We can have Kimi play on the flanks/rear/open space to either counter flanking moves or circle around into vulnerable sides/rears. If we want a vehicle that can take a few hits, I can play the Church, my crew will be 100% by Monday albeit with no skills yet. A lot of coordination will need to be done on the fly, so the more flexible we remain the better.. My only concern is that derp guns work very well "peek-a-boom" and with our vehicle selection we'll likely be outclassed in that particular play style.. (PzIV's have terrible hull depression), so if the enemy looks like it'll be "heavier" we may need to shift strategies and take sniping points in the field with a good passive scout.
The later rounds will likely be dominated by teams filled with
with 10.5cm HEAT derps. So we're talking about very fast very high alpha weapons on a surprisingly armored chassis. They however have long reload times and for a light vehicle have low acceleration.. so if you track them, they're pretty much dead in the water.
These are just my musings at the moment, so feel free to amend or append or revise or contribute
My Crusader crew is training 6th sense up to 70% now, it should be 100% soon.
While mainly going to stay as reserve...
The formation I was thinking of would be:
scout/light tank as spearhead
medium tanks as main attack group
SPG as support or TD
I have never played a SPG, but how much ammo do they hold on average?
^ Typically ~15-20 rounds, but will be much less effective if it turns into a city fight. It'll also be hard to protect against lights/meds in a wolfpack in the field. I find SPGs are better at being force multipliers, but I could be wrong..
Here's the plan I would try to follow:
Order of Battle:
1x Churchill (willx)
1x PzIV or T-50 (LeoXiao)
1x StuG (Sumeragi)
1x Crusader (Kimidori)
1x Hetzer or StuG or PzIV (Endless Soul or someone else)
Since there are so few tanks involved, we should think of things in a tactical sense. We do not have to forces for a full-on blitzkrieg and certainly will not be able to recreate the famous
. Instead, it is more effective to think in terms of "can the enemy shoot me where I am parked right now?", or "do I have an effective line of sight right now?"
That being said, it is really essential to work as a group. I envision that we shall have one dedicated passive scout, while the rest of the team goes for a good, defensible position in the city early on. If there is enemy artillery, care should be taken to avoid it. Staying alive is critical as the loss of one vehicle is 20% of the team.
The scout will be essential for spotting enemy tanks, whether they decide to attack as one force or in piecemeal. Furthermore, each tank inside the city should take up a variety of positions (don't all bunch up on the same street) so as to be able to cover different areas both in terms of vision and vantage point. Whatever early position in the city is chosen should be taken in a way such that our own base can be quickly rushed to and defended should the enemy attack it. The scout, or someone on the closer edge of the city can help in detecting such an action.
It should be noted that many a battle has been won by leaving one's own base unguarded and then striking at it when the enemy has concentrated himself on it, out of cover.
Now for some specific roles that can be assigned to our tanks, based on the above plan. Italicized tank names are possible alternatives.
Churchill (willx): Go into the town and take up a brawling position in one of the "limited sniping areas facing our base. This way it can support the rest of the city group.
StuG (Sumeragi): Will block off a limited sniping point in the centre of the town, but next to good cover that it can quickly retire to should the need arise.
PzIV (LeoXiao): Will occupy a lane of sniping points inside the town if armed with 7.5cm, or support both the StuG and Churchill if armed with 10.5.
(LeoXiao): Can act as a mostly passive scout in the parts not covered by those in town, with option to kill arty or do something more brash if the need arises.
Crusader (Kimidori): Can act as a passive scout. Should stay near town and provide direct flanking support if needed.
(?): Stay in town and support PzIV.
(?): Stay in town and support Churchill.
(?): Stay in town and support Churchill or face a rear area with cover from Crusader.
We really need to test this a couple times to work out more exact positioning. I say we do it in the next couple days or sometime this weekend.
Engaging the Enemy
After the above positioning has been worked out, we will have to consider what actions teh enemy might take. Several scenarios:
The enemy flanks around on one of the scouting avenues to attack our base
. This is especially dangerous if done with T5 light tanks, and more immediately, a deathtrap for our own scouting tank should he run into such a force. To prevent this, we should only scout conservatively until the enemy's formation has been discovered.
- To fight this attack off effectively, the city team should take positions
facing our base
and wait for the enemy to fall into the trap, and then open fire, preferably once the enemy tanks are stopped. They should not move wildly lest they be seen and destroyed.
The enemy tries to occupy the city in the same way we do
. If they have somehow gotten to the central area faster than us, then our own city group should wait at the edge of the town instead of falling into their killzones. From here it simply becomes a battle of attrition that will favor vehicles with high alpha damage and players with profound patience.
- Our scout can can play an important role by buzzing around the enemy and annoying him so that he will be tempted to come out into the open to get a shot off, revealing himself in the process.
The enemy advances through the city rapidly to get to our base
. This is unlikely, but possible. To counter it, we should bog them down by taking cover and firing at them immediately,if possible, at the eastern and western extremes of the town. Should they break into our base, we can retreat to attack them similar to Scenario I.
- Our scout will do some passive stuff filling in blind spots around the city, or go to kill arty once the enemy has been sighted.
The enemy takes up a conservative position on their side of the city
. This is probably the hardest of all to defeat. The enemy will likely have TDs and heavy tanks. In this situation I would suggest we copy them and fight a battle of attrition, but send our scout to kill any arty they have and/or pretend to capture their base, forcing them to retreat and allowing us to advance.
- If we lose our scout, We will simply go for a battle of attrition, always hugging the enemy until he reveals himself or until time is up. I am not sure who wins in a draw.
The enemy is composed entirely of t6 TDs and artillery
: He will be going for a defensive stance here, so what we will want to do is get out of the city and go around it. After sighting the enemy, we should make a push along a scouting area to enemy arty, or always stay on the move and thus keep the turretless enemy spinning on their tracks and unable to aim properly. Mobility is key here:
- A possible (and scary) enemy OrBat would have 3x T6 TDs (18 pts) and 2x t3 arties (6 pts) for a total of 24 pts. This is similar to Scenario IV, but even more deadly because teh nemey has good fire support and high alpha.
The enemy is composed entirely of arty
That's all I have for now. Please read it carefully and make suggestions for revision or further elaboration.
The later rounds will likely be dominated by teams filled with VK2801s with 10.5cm HEAT derps. So we're talking about very fast very high alpha weapons on a surprisingly armored chassis. They however have long reload times and for a light vehicle have low acceleration.. so if you track them, they're pretty much dead in the water.
I think that these bad boys are the biggest cause for concern. In that case I think that a nimble scout and taking up good sniping positions is a must.
If I use my PzIV, should I mount the 10.5 or the 7.5? I'm not very good at derping with it, but the alpha damgae may be worth it. OTOH, it may be good to have a sniping tank for the aforementioned reason.
Edit my list
T5 TD: T49
T5 MT: PzIII/IV
T4 TD: M8A1
T3 SPG: Wespe
just put me on reserved
It would be good if we can get Ascaloth and LoweGear in the team as well, they are both experienced tanker.
^ Not a bad suggestion, wonder if they already have teams or if their timezones work? I know Tak said he might not be able to make it.. do we even have a line-up of 5 people available!?
Of the ppl we have definitely in, we have:
Sumeragi (I think?)
and just need one more to commit. Hopefully EndlessSoul will be able to join. we have Tak and RRW on reserve, need one more. Remember that if we win anything on Monday we will have to play Wed and Fri too.
I can possibly make it on selective weekdays, like a Friday or Wednesday.
Just joined. For Tier V, I got a Sherman, Churchill I and M10, all elite. I also got an M18 Hellcat available as a Tier 6 TD.
On the Churchill I, it does have a howitzer capable of lobbing HEAT rounds, but the gun acts more like an SPG howitzer rather than a tank howitzer (i.e. it arcs upwards), and so more difficult to aim at range.
I'll try to make it depending on my schedule, however I've got no guarantees on my availability.
Page 2 of 6
Mark This Discussion Read
Mark This Discussion Read
All times are GMT -5. The time now is
-- AnimeSuki Default
-- AnimeSuki Default (Contacts Highlighted)
-- AnimeSuki Default (Original Navigation)
-- AnimeSuki Compressed
-- AnimeSuki Blue
-- AnimeSuki Blue (Reordered)
Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2015, vBulletin Solutions, Inc.