Infantry Tactics

By The Grandfather, in Tide of Iron

At this point I have only played the Breaking Point scenario. I did so as German, and I found the going quite rough.

The Panzer IV was quite an asset, but I found its capabilities quite limited, when it came to dislodging entrenched infantry and securing the final objectives.

My main problem stems from not having effctive infantry tactics.

How should I advance infantry on multiple entrenched MGs?

How are engineers used most effectively in this scenario?

In general I think it is a bit challenging t figure out how to mix squads. How do I make the most out of officers and elites? Do I make pure elite squads or should I mix them with regulars?

Who benefits the most from specialization tokens?

How are medics most effective?

Any answers to these questions and any other pointers on good infantry tatics will be greatly appreciated.

First i have to say im a newbie to the game myself (played twice), but i think its smart to fill every (or as much as possible) regular squad with one elite guy, if you attack with a move-and-fire-action, you get the round-up-bonus on halfing the firepower...

and for the MG i learned from the disastrous last game, that its not so smart to put them where they can see the whole enemy army...since the strength of the MGs lies in their OP-fire, the enemy should be forced to move within its LOS....in my game the whole enemy army shot at my MGs an thus finished it (although it cost them many units to fire because of the longrange and cover of my MGs, i couldnt use the OP-fire-skill once because no one moved...)

for the combination of officers and specialforces i'm not really skilled to give advices yet (as for the statements above...), but my guess would be to combine officers with specialforces and at least one eliteguy just for providing additional cover/firepower for the specialforces...

im curious what the game-experts have to add on this topic...

Placing an elite in the regular squads for the round up sounds like sound logic.

I will have to take that into consideration. Pure elite squads rock, though!

Personally I think there should be an oficer in all medic squads. That squad becomes a real defensive asset. The engineers, AT and flamethrowers I am not sure about. I think flamethrowers should go with elites though if expecting to attack pillboxes and entrenchments in cover terrain.

I must say I prefer 2 or 3 elites in a squad. I almost always have an "expendable" regular infantry as cannon fodder. Of course, this all depends on specializations and what objectives are required in the scenario.

When assembling squads I too tend to mix elite troops with regular. I also try to put elite troops in engineer squads because they may have to take some fire when digging entrenchments. I like to place officers in specialization squads but especially medic squads for the speed and cover bonus (in addition to the medic cover bonus). 2 mortar crews in a squad works well. 2 mg crews in a squad is a bad idea. I refrain from combining officers with mg crews (since officers give mobility and mg's tend to set up. I also tend not to place elite troops with mg crews: 1) placing mg's in op-fire takes the other figures in the squad out of it, and 2) i think elite troops are the best for assaulting and mg crews prohibit a squad from assaulting. I'm sure some will feel differently about these tactics and point out downsides. But it's simply a matter of trade-offs. And managing these trade-offs is at the heart of TOI.

The "Breaking Point" scenario is much criticized for "imbalance." It certainly is a tough one for the Germans. I've played the scenario a number of times from both sides. The best tactic I've found for the German infantry is to pull up most of your forces behind that cluster/row of wooded hexes on 7B/11B just North of the elevated position on 1B (probably occupied by the US). Using these woods as cover and digging a couple of entrenchments for additional cover, pepper the American positions with suppressive fire. If the US mg's are in op-fire, they cannot return fire. If not, advance after they've fired. (*Note: WildBill above seems to report being the Americans on the receiving end of this tactic.)

These tactics aren't foolproof, of course. Will be glad if any of these suggestions are helpful. TOI's a great game just because of the variety of tactics and strategic possibilities.

When assembling squads I too tend to mix elite troops with regular. I also try to put elite troops in engineer squads because they may have to take some fire when digging entrenchments. I like to place officers in specialization squads but especially medic squads for the speed and cover bonus (in addition to the medic cover bonus). 2 mortar crews in a squad works well. 2 mg crews in a squad is a bad idea. I refrain from combining officers with mg crews (since officers give mobility and mg's tend to set up. I also tend not to place elite troops with mg crews: 1) placing mg's in op-fire takes the other figures in the squad out of it, and 2) i think elite troops are the best for assaulting and mg crews prohibit a squad from assaulting. I'm sure some will feel differently about these tactics and point out downsides. But it's simply a matter of trade-offs. And managing these trade-offs is at the heart of TOI.

The "Breaking Point" scenario is much criticized for "imbalance." It certainly is a tough one for the Germans. I've played the scenario a number of times from both sides. The best tactic I've found for the German infantry is to pull up most of your forces behind that cluster/row of wooded hexes on 7B/11B just North of the elevated position on 1B (probably occupied by the US). Using these woods as cover and digging a couple of entrenchments for additional cover, pepper the American positions with suppressive fire. If the US mg's are in op-fire, they cannot return fire. If not, advance after they've fired. (*Note: WildBill above seems to report being the Americans on the receiving end of this tactic.)

These tactics aren't foolproof, of course. Will be glad if any of these suggestions are helpful. TOI's a great game just because of the variety of tactics and strategic possibilities.

That is very helpful, thanks!

I was considering going for that approach too and initially ignoring any units placed in the woods to the german left (near the bridge).

I cannot figure out the usefullness of digging german entrenchments though.

I think your advice on squad composition sounds really good. How many elites-regulars do you tend to put in each. 1-3 as suggested above or a more balanced 2-2?

Yes, well, that extra Command point (the bridge) is helpful to have. Depending on how the American-player deploys, taking that objective can be done pretty quickly with your Panzer +1 squad in support. (You could even use it as a feint to that side of the field then double back to the middle...)

The only advantage of the German entrenchments is to provide extra cover. When combined with wooded cover, that's 4 red dice your opponent has to roll every time he fires on your positions (instead of just 2 for the woods). Of course, the downside is the action it takes to dig them, when that engineer squad could be laying suppressive fire.

To be honest, I don't have a set strategy when it comes to elite:regular ratios. It seems like I end up with both (i.e. 1:3 and 2:2 ratios).

I know this thread is very old but as a newcomer to the game I wondered if your thinking had developed on this. The comments so far fit with my thoughts after a couple of play-throughs.

Pure elite squads can lead to loss of elite figures, dispersal provides a level of cover from suppressive attacks to more squads, the 1-3 captures the rounding bonus for M&F actions while the 2-2 is better for assault squads.

I hadn't thought of putting leaders with medic squads but this seems a really good place for them.

Regarding the elite units per squad: If I have one elite per squad, I have a tendenzy to forget about my elites, and then they are no good. Therefor I go with 2-2 :) However, I realy dont think the game falls on wether chocing 3-1 or 2-2.

okay Machine gun squads should be 2 regular inf and the mg. mortar squads should be 2 unless you have only one mortar. mixing 1 elite and 3 inf is good for the round up purpose. i love 2 elites and 2 regulars for engineer,flamethrower and at squads. the officer with the medic squad is a good combo. also an officer with 2 elites and the engineer token is kinda awesome.

BJaffe01

Like always the mixture depends on the scenario and your planned tactics. I like taking an officer to the mg squad, even in "the braking point". an mg in op fire ist most of the times vital for the ongoing of the other issues you have on the battlefield. so i want to have a better chance to withstand suppressive fire.

I like the point on officer with mg to resist suppression - i'll try it for the US in At the Breaking Point.

Is there a thread anywhere discussing/analysing tactics/option in At the Breaking Point? I have scanned a few pages of threads with no success.

Hello all. Something from my universal tactical cuisine:

Advice for the defending side:

MG allways with an officer and a regular infantry. Infantry´s goal in the squad is to buy the normal fire that gets through. Officer deals with the suppressive fire. Goal: preserve the rapid op-fire against both types of attacks your opponent may use to eliminate it.

(Objective based scenario, you have tanks): Keep some of your tanks close to the objective (if it ain´t in a house). When the enemy approaches, occupy the objective with the tank. The tank is a nut hard to crack and it can´t be assaulted. Won Crossroads as German once with this strategy.

(You have engineers): Place your engineers on a place of importance for your opponent and start building entrenchments. Occupy them with as many forces they are worth, become invulnerable to overrun and force your opponent to pay much more for capturing the place or discourage him from attacking it completely.

Advice for the attacking side:

Soften up the enemy before moving on. Use your mortars, artillery cards and concussive fire FIRST. Concentrate on neutralizing the enemy op-fire before you proceed.

(You are attacking and you have a highly dangerous unit like an all-elite flamethrower squad): Send in the way of this unit some less precious units first and force your opponent to deal with this dilemma: either use his op-fire upon your cannonfodder letting you later wreak whatever havoc your champion is capable of OR wait with his op-fire for your champion which makes him subject to possible neutralization by your cannonfodder units and your following champion-wreaked havoc anyway. This tactic can be used with full trucks and tanks in their vanguard and many other examples.

Advice for both sides:

Have only one purpose for a unit. Elites excel at taking down infantry. Anti-tank specialized soldiers are good at destroying vehicles. Keep the elites and anti-tanks separated. Employ both squads properly and you will reap both their assets every round. On the other hand, mixing them up means denying yourself each time one of the two assets since even an omnipotent elite anti-tank squad may act only once per round.

(Elaborating point above): Employ your forces so that they may effectuate the action they are best at. IE commit the Tiger for anti vehicle fire rather than for attacking infantry and have other units strong at destroying infantry to attack infantry instead. Scenarios usually allow such an effective use of your units, it´s up to you to employ them properly.

(You face a hardly destroyable unit like the Tiger and you have time): Destroy it with a massive salvo of combined fire.

(You face a hardly destroyable unit like the Tiger and you are not sure you may lose time or your units´ actions by combine-firing): Let it be. Even a Tiger can fire only once per round which means only so many times as is the number of rounds in the scenario. Oh well. Given the fact that it just can´t destroy one of your tanks every time it fires its not that bad, eh? And you may even decrease this number by letting your infantry try to draw its fire. Going after your scenario objectives with ALL your forces will hurt your opponent much more than commiting a part of them to damage his beast.

Good hunting!

If 'at the breaking point' it is the scenario I think it is, I suggest finding a better scenario.

ps! sorry for being so harsh, but some of the scenarios are realy realy unbalanced, and not fun.

von Stichen - many thanks for your post - very interesting and thought provoking. I shall certainly be trying out some of your ideas.