Woah

Real time World War II combat simulation
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The Arbiter
Posts: 48
Joined: Sun Aug 31, 2008 2:33 am

Woah

Post by The Arbiter » Tue Feb 10, 2009 10:30 pm

Those HMGs are killers.

.In a Dutch game an entire squad was wiped out. Cpl Romeijnders was yelling to me on the radio that his squad was wiped out and that even himself was wounded.I think the loader of HMG panicked and tried to run(killed him) but the HMG itself was blowing my men away every time we tried to get close.

Anyway to counter these things without using Arty?My arty was focused on more important targets at the the time.

TheKangaroo
Posts: 492
Joined: Wed Jul 27, 2005 11:07 pm
Location: Hamburg, Germany

Post by TheKangaroo » Wed Feb 11, 2009 11:31 am

I myself can't really answer that. My own HMGs usually don't do very well.

JeanBoule
Posts: 117
Joined: Mon May 14, 2007 9:10 am
Location: L'Australie

Dealing with HMGs

Post by JeanBoule » Wed Feb 11, 2009 1:37 pm

This is what the tank was originally invented for in WWI, to take out machine-guns.

In FF however, the tanks seem to freeze if there are anti-tank guns or enemy AFVs around. They rarely seem to co-operate with an infantry squad in any effective way. The training I had as an infanteer, was that especially in close country, tanks would stay in close company with infantry, with the inf acting as their eyes , directing their fire onto important targets, and shooting any enemy trying to get the tanks with close-range anti-tank weapons.

What has worked for me is to have a light AFV (brit Bren carrier or german sdkfz) to drive over the spot causing the en to get up and run, and they mostly get shot by my grunts. I use light AFVs because I can afford a reasonable number to allow for attrition (=getting zapped) and with a crew of 2 it doesn't look so bad on the aggregate of personnel losses. If the AFVs freeze this won't work.

Another way is to create a 3-tube section of light mortars. These are a reasonable compromise of cost vs firepower. Keep them well back so they don't shoot off all their bombs. If you come up against a gun or HMG which you can locate precisely, bring them forward and direct their fire onto it. With a good number of bombs per minute falling on it, there is a good chance it will be destroyed or neutralized. Nothing is certain in war, of course. Medium mortars are not only expensive but the whole playing area is in range so it's hard to stop them firing.

Most players say that HMGs don't seem very effective, see http://firefi.wikispaces.com/Heavy+MGs , however, one of the delights of FF is that occasionally, some fire unit or individual seems to perform way above the average. Too bad you seem to have been on the receiving end this time.
Voila du boudin!

Andy Brown
Posts: 262
Joined: Wed Dec 08, 2004 9:30 am
Location: Christchurch, New Zealand

Post by Andy Brown » Sat Feb 14, 2009 3:43 am

HMGs work well if you can prevent them from firing in the early game. The only way to do this is to hide them behind a building or feature and bring them forward once the initial contact has been made.

But... if you do this, you'll be able to use them effectively against large enemy groupings instead of just the lead elements. I've played a couple of defensive games where the appearance of an HMG on the flank of a position has stopped all enemy attempts to attack from that direction by two or three squads.

Modding them as I described in the link quoted above by JB also helps a lot but you still have to avoid letting them see the enemy until the battle has developed. It still doesn't take an HMG very long to go through six or seven hundred rounds.

Andy Brown

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