From: Jeffrey Shields jeff@VIMS.EDU
Subject: LATW tactics
There are a several LATW and each has it's own set of tactics. See Perry Cocke's article on LATW in the last BackBlast for a primer.
BAZ, Psk: I like to use these from concealment terrain. I typically anchor the flanks with at least one BAZ or 'schreck. Skulking improves their longevity and often gives you the advantage of getting that side or rear shot which can devastate a heavy t ank. Against medium tanks (or with 'schrecks) I'm more aggressive and will sometimes actively pursue the tanks for the kill. Remember you don't have to eat the backblast if you declare the shot as opportunity fire and wait until the AFPh to shoot. Thes e weapons (BAZ, Psk, PIAT, and PF) also have an anti-personnel capability when fired against infantry in buildings or behind walls. If a hit is scored, use random selection to determine which unit eats the attack (I think this applies to all LATW, but it may only be the case with PF). Note also that these weapons can, under extremely lucky conditions, cause rubble and flame. Don't worry too much about Schuerzen. A TK# of 16 vs a StGIII still gives an 8 and if you double the lower die due to Sz, you g et the kill on any number of decent rolls (go ahead, you figure it out ;-)
PIAT: Neat weapon 'cause you can fire it from inside buildings, i.e., no backblast! It's pretty decent against AFVs, too. I generally use these the same way as BAZ, and 'schrecks. Again, skulking on the defense works wonders for these weapons.
Deliberate Immobilization is useful against large targets that won't give you a side shot, but that +5 to hit makes it dicey.
PF: Range is a serious limitation on the use of these weapons. In 1943 range is 1; 1944, 2; 1945, 3. It often pays to eat the backblast when defending because an AFV is often worth more than a squad or two. It often pays to hold your fire until after t he AFVs have moved, else your opponent can move the AFVs by your position without fear. That is, if you've Final Fire'd the squad (or if it cowers), it won't get it's PF shot. If the AFV stops within range, it often pays to wait until PFPh to shoot sinc e the AFV won't be moving. Don't waste your time with deliberate immobilization. The TK# of 31 means AFVs get scorched!
ATR: Treat like extremely light ATGs. Can be effective against Halftracks, unarmored vehicles, and as immobilizers (DI) if within 6 hexes. Often have high PP but the lightweight ones can be effectively moved into better positions for side or rear shots . Don't forget to add the 1 factor to your IFT when firing at non-AFV targets. (That can turn your 5-3-8 into a 6 FP attack for those using the IFT.) Also note that Penetration applies to ATR and ALL MG (LMG, MMG, and HMG) attacks against AFVs.
Other useful anti-AFV devices: DC, MOL, Kholhartsi(sp?), Gammon grenades, etc. These require close up and personal actions on the part of your squads. Note that DC can be thrown from upper stories. Note also that FT and MOL don't use armor factors to g enerate a TK#; their TK# is straight up (FT needs an 8 at 1 hex, 4 at long range).
One of my favorite BAZ attacks occurred in TOT's Winter Wonderland. A US squad kept skulking in the gully to retain "?" and advancing up to crest status. A SturmPz IV got within 2 hexes and tried to duke it out. The squad retained concealment until my PFPh and rolled snakes with the BAZ to burn the sucker.
Correction: Sz doesn't apply to front shots, so... Front shots have a final TK# of 8 (16TK-8AF). Side shots have a final TK# of 12-13 (16TK-?AF) but have to double the lower dr.
IMHO, the best tactic is to drive into the buildings, and make your opponent root you out. Besides the German AFVs, there are too many 'fausts and schrecks to give your armor much of a chance at going anywhere.
When I managed to win this as the Russians, I lost all my tanks as well, but they lasted a good long while. I drove them into buildings on the first turn, (they bogged, but who cares?). From there, it was a lot harder for the German armor, and nigh on i mpossible for the 'fausts to hit them. Plus the Germans had to take PAATC to enter their location for the CC kill.
If you DO put your tanks in buildings, though, be very careful about putting infantry in the location with them. The presence of the AFV hurts their ambush roll, and, even more deadly, makes the CC sequential, with the non-AFV player going first! Yikes!
The reinforcement SPAs (IS-122s), are mostly for smoking the bridges to get your infantry across. I misplayed one of them horribly: he drove straight down the road that bisects the boards and was flamed by the JgPz without so much as a whimper. The oth er one got some SMOKE down, though. And then, in a selfless act of patriotism, got himself flamed on the bridge exit hex, allowing the infantry some cover as they dashed to the victory area.
> How do YOU handle urban armor on the defensive, especialy
> against late war Germans and their UGLY panzerfausts.
Fritz Tichy
I almost alwas try to setup in buildings, there must be a really decent spot to prevent this. (Some near hillside with great LOS to poke out some enemy AFVs when they approach). As for the PFs, I run when I cannot avoid being hit with great probability. T
he big plus if you face them is their awful detoriating To Hit ability with increasing range. If you are in a stone house with your normal sized AFV he will need a '3' to hit you. This is something I can live with. If my AFV is in the open, a '6' will do
it, something I can live with, but not my AFV! Well, during urban fighting in thick terrain it is not so easy to take out AFVs on the defense. I assume you cover them with some infantry support, so the enemy infantry will most likely also be in buildings.
So I do not think the german will take desperation penalties (C13.81) for crap shots (needing DR< =4 for a hit), otherwise he will end up in ruins quickly. If he avoids this by taking the C3 To Hit modfier IOA (if otherwise allowed), he will get an addit
ional +2 To Hit modifier. Thus it will not be too easy to get your AFVs. But if he threatens to come ADJACENT, you should think if it is not better to run!
PFs are much more to fear if YOU have to go into the city with your AFVs. Vehicles that rumble through the city on the attack are very vulnerable, since I would always take a pot shot probably causing harm to myself if I have a decent chance to get that monster.
If you are on the receiving end of the PF-AFV story, you have one consolation: If hit, you have a good chance your baby will burn and cause a lot of cover for the rest of the scenario. ;-)
I like this thread but everybody has left out something that you almost always find in the urban environment: hull down positions! Walls abound in many of the street fighting scenarios. Take advantage of them as the defender. You can often find a wall that even has a great escape route for when your AFV needs to attempt Motion and run away, e.g., Lehr Sanction. (I believe you have to declare Reverse Motion prior to your MPh.) Depending on the scenario you can get a few good shoots in while behind the wall.
Another thing that I think wasn't said, look for obscure LOS where your AFV can set up out of the way yet still have that killer shot on the attacking infantry or AFVs. A good example of such is in Panzers March where one of the T34-85s can setup way bac k in the corner with the bridge boresighted for a flank shot on any AFV. (The attacking Panthers can actually maneuver to attack this position but it takes precious time!)
Don't forget SMOKE. It can work for you on the defense as well. I like to use it against killer stacks, big AFVs or against infantry that threaten the AFV. Smoke can't be relied on as the Russians, but most nationalities can and should use it while def ending.
Sometimes you have to sacrifice a tank to make cover for your retreat, or to take the pressure off your moving squads. Be careful with this tactic and try to gain the most advantage from the gambit.
If you absolutely have to kill an attacking AFV, have your expendable units draw the AFV's attack. If it shoots its MA without retaining ROF, then have your tank maneuver to the flank for a kill. This works especially well if your opponent (1) gets too aggressive and leaves his AFV exposed, or (2) attempts like mad to get that concealed squad carrying the LATW and forgets that you indeed have AFV capable of smacking him!
Lastly, remember Street Fighting. This can be an excellent way to defend your tanks in the close in, urban fighting. I have on several occasions roasted tanks that attempted to flank my infantry position. Make the attacker come to you but try to retain your lines of communication.
Oh, and don't forget Deliberate Immobilization. It works well in the late war scenarios because all of the targets are behemoths. In Acts of Defiance DI isn't an option initially because of the Bosche's HD (and small target) advantage. But in AoD the Russian gets OBA that can, indeed, immobilize those tanks.
In conclusion, urban tanks need to be protected but they also need to be incorporated into your successfully coordinated, combined-arms defense. They aren't just there to be brewed up.