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Blighty
02-23-2006, 01:39 PM
I'm quite new to this game but am pretty impressed. Just a question generally about anti tank guns- they seem to die too easily, especially from snipers. AT guns were usually dug in and very hard to spot, the usual 3 defence (less than most soldiers without the benefit of an armour plated shield) seems a bit light.

Any views or house rules on this one?

p.s. if there's been a previous thread on this I couldn't find it - I apologise in advance and would appreciate a link to it if poss.

Stojakovic
02-23-2006, 01:41 PM
I like to put them in trees or hills. Try the HHR down in the house rules section

Mr_G
02-23-2006, 01:43 PM
I'm quite new to this game but am pretty impressed. Just a question generally about anti tank guns- they seem to die too easily, especially from snipers. AT guns were usually dug in and very hard to spot, the usual 3 defence (less than most soldiers without the benefit of an armour plated shield) seems a bit light.

Any views or house rules on this one?

There was an article about a scenario which featured dug-in units... see here (http://www.wizards.com/default.asp?x=ah/article/ah20050930c).

But there is also the fact that placing artillery in clear hexes is, well, clearly suicidal. Place it in hills, forests, marshes, basically anywhere it gets to make a cover roll. ;)

Have fun!

Bucky
02-23-2006, 04:49 PM
I agree.Im new to the game also,so I just thought it was my fault they got killed so easily.Lately I havent used them and I really dont see a deference.If there was a strike & fade ability they would kick a**

Remember-OWS-
02-23-2006, 04:50 PM
Look into SET III for some new kind of Anti-Tank gun... Some SA are going to be pleasing!!!

CaptainToaster
02-23-2006, 04:55 PM
I use AT Guns once in a while. The American one is really good. So is the Pak 40. Otherwise I don't use em. Maybe if I'm playin all japanese.

Remember-OWS-
02-23-2006, 04:58 PM
A good combination for AT-gun is the Pak 38 and the SNFL Captain... Season Crew and Pinpointer! Excellent... Tanks cant hide in mountains and everything else as to roll a big 6 to get cover.

NorthernRommel
02-23-2006, 05:43 PM
I agree.Im new to the game also,so I just thought it was my fault they got killed so easily.Lately I havent used them and I really dont see a deference.If there was a strike & fade ability they would kick a**

I had a longer reply to this but the system keeps crashing me so....

1) AT guns should be towed. Easy rule to add. Stupid not to allow it.
2) AT Guns should get +1 to defense in hills, and +2 def in forest or town.
3) Snipers are way to cheap, and way to powerful. Leadership modifiers
applied to snipers is causing far to many cheesy armies.
4) Snipers need to be limited to max 1 per 5 infantry that you build
(except maybe for Japanese who used snipers extensively).

Why are there not sensible rules changes implemented to fix this?

I would really like to hear someone explain the no towing thing.

Stojakovic
02-23-2006, 05:45 PM
Look into SET III for some new kind of Anti-Tank gun... Some SA are going to be pleasing!!!

Great we have another guy that can go into the future. My magic ball is broken so I can't see the future... unless you know of another way.

Bobsalt
02-23-2006, 06:29 PM
Keep in mind, too - AT guns were used primarily from a prepared position of ambush. In using them in a meeting engagment like in the regular game you're using them in a role for which they aren't suited. They weren't intended to be used in an assault role.

Mr_G
02-23-2006, 07:44 PM
Keep in mind, too - AT guns were used primarily from a prepared position of ambush. In using them in a meeting engagment like in the regular game you're using them in a role for which they aren't suited. They weren't intended to be used in an assault role.

In the game that's true.
I believe, though, that actual Canadian units in WW II used a kind of leapfrog tactic which involved alternating artillery fire/advancing infantry for assaults.

Autarch
02-23-2006, 10:03 PM
Even defensively, AT guns are lacking. They should all have some type of Camouflage SA, where they can only be attacked at short or medium range and at the very least get cover rolls regardless of terrain or maybe a +1 bonus.

Photoner Hawkwind
02-23-2006, 10:11 PM
I bet that set 4 will include some kind of gun pit for AT guns to use in open terrain and be able to get cover rolls.