Tactics

Rabidchild

Mongoose
Got my models and have had a chance to get a handful of games under my belt. Anyone out there have any tactics they'd like to share?

I noticed in the game tonight, the USMC's SAW states that it can take a ready action to get 4 dice instead of 2 until the model moves. Not the squad. So a basic tactic, imitating the real world, can be for the MG to set up and cover an area while the rest of the fireteam moves forward. When the fireteam is in cover, the gunner hoofs it while covered by the fireteam. Worked out nicely, especially with the command of 12".

Anybody else?
 
And remember, if you're facing Mr. Evil, kill his tanks, then dance around while they burn. :D

Anyway, he's right about the cover bit though. Heaven help you if you're on an open desert region.
 
Hiromoon said:
And remember, if you're facing Mr. Evil, kill his tanks, then dance around while they burn. :D

Anyway, he's right about the cover bit though. Heaven help you if you're on an open desert region.

my tanks always go pop :(

against usmc an brits kill their tank killing ability then reveal your tanks.

also use your own tanks as cover against enemy infentry.

and learn to spell and type better than me..
 
Mr Evil said:
and learn to spell and type better than me..

I don't know if there are any trained monkeys posting here so I can't compare there, but you really shouldn't be so hard on yourself Evil. You post on what, 5 message boards 30+ times a day? It's amazing you're even on topic...


Back OT: I hadn't thought of using tanks as friendly cover, that's an excellent idea. Cover is king. Maybe I should have buttons made for my demos and hand them out to people who learn that lesson.

I had another couple thoughts:

Most people seem to be excited about splitting their units into fireteams. It's worth saying that it's a trade in abilities, not an added bonus. Fireteams are quite vulnerable to suppression, but they do give you added flexibility.

Know when to act and react. Unlike other games where it's a no brainer wether or not to shoot, in BF:Evo it generates a reaction so use it wisely. If your forward unit got mauled and retreated into a building, don't pop them out and shoot at the full size enemy unit, the reaction fire will wipe you out. It's better to take up a defensive position and deny that area to the enemy, make them think twice about maneuvering in your area. This way, even in a passive role you can still force the enemy to react to you.
 
It depends on how you want to play. There's the use of the SAS where you give the gunners both a sniper rifle and use them to pin enemies down....
 
Rabidchild said:
So a basic tactic, imitating the real world, can be for the MG to set up and cover an area while the rest of the fireteam moves forward. When the fireteam is in cover, the gunner hoofs it while covered by the fireteam.

Er, one problem. The rules specifically stipulate all units in a squad - or a detached fireteam - have to take the same action at the same time. So you couldn't really move some and not the others, unfortunately.
 
Proteus454 said:
Rabidchild said:
So a basic tactic, imitating the real world, can be for the MG to set up and cover an area while the rest of the fireteam moves forward. When the fireteam is in cover, the gunner hoofs it while covered by the fireteam.

Er, one problem. The rules specifically stipulate all units in a squad - or a detached fireteam - have to take the same action at the same time. So you couldn't really move some and not the others, unfortunately.

I beg to differ. although he does need to take the action, he does not need to move, and the wording does specify that the extra dice work until the model moves, not until he takes a move action.
 
demonllamma said:
Proteus454 said:
Rabidchild said:
So a basic tactic, imitating the real world, can be for the MG to set up and cover an area while the rest of the fireteam moves forward. When the fireteam is in cover, the gunner hoofs it while covered by the fireteam.

Er, one problem. The rules specifically stipulate all units in a squad - or a detached fireteam - have to take the same action at the same time. So you couldn't really move some and not the others, unfortunately.

I beg to differ. although he does need to take the action, he does not need to move, and the wording does specify that the extra dice work until the model moves, not until he takes a move action.

The gunner is given a Move action, he just does not move.

The rule is to keep you from moving the rest and shooting with the gunner at the same time.

At least that is how we have read it here.

Lee
 
Larac said:
demonllamma said:
Proteus454 said:
Er, one problem. The rules specifically stipulate all units in a squad - or a detached fireteam - have to take the same action at the same time. So you couldn't really move some and not the others, unfortunately.

I beg to differ. although he does need to take the action, he does not need to move, and the wording does specify that the extra dice work until the model moves, not until he takes a move action.

The gunner is given a Move action, he just does not move.

The rule is to keep you from moving the rest and shooting with the gunner at the same time.

At least that is how we have read it here.

Lee

The problem i am seeing is that the rule specifically states until the model moves. If it were the case that moving other models in the squad, and by implication giving the gunner a move action would negate the effect of readying, then I would imagine that it would be more specific.
 
Proteus454 said:
Er, one problem. The rules specifically stipulate all units in a squad - or a detached fireteam - have to take the same action at the same time. So you couldn't really move some and not the others, unfortunately.

That's true, but here's where BF:Evo shines. The basic rules are very simple, but each unit interacts with them differently. The card for the USMC infantry says that the machinegunner keeps his extra dice until he, the model, moves. It doesn't say anything about his unit or taking a move action.

Also I noticed on the Double Suppression for the MG it says that each model must be allocated two dice for the unit to lose two actions unlike the suppression rules in the quick start that says that a unit simply needs as many dice thrown at it as it has models to be suppressed. So for example a squad with one model out of 5 in LOS has 5 shooting dice rolled against it. It's suppressed. If the same unit had 10 shooting dice rolled against it using a MG it wouldn't be double suppressed as only one model can have dice allocated to it. Another example of the rules on the cards adding to or modifying the rules out of the quickstart.
 
Rabidchild said:
Also I noticed on the Double Suppression for the MG it says that each model must be allocated two dice for the unit to lose two actions unlike the suppression rules in the quick start that says that a unit simply needs as many dice thrown at it as it has models to be suppressed. So for example a squad with one model out of 5 in LOS has 5 shooting dice rolled against it. It's suppressed. If the same unit had 10 shooting dice rolled against it using a MG it wouldn't be double suppressed as only one model can have dice allocated to it. Another example of the rules on the cards adding to or modifying the rules out of the quickstart.

Yet another reason to keep those fire teams together.
 
Don't hesitate to use tanks in an anti-infantry role. You don't always have to fire the big gun at another tank and it can only fire once per turn anyway. Two shoot actions using the coax mg, cupola mg and main gun can decimate (not in the Russian sense) an entire full-strength squad in one turn.

Genarally speaking if you are fielding multiple tanks have them work together. Two-on-one doubles your kill ratio. Ive seen an Abrams and a Chally go toe to toe for five turns until one was killed (the Chally :) ).

Large squads mean large amounts of fire for supression. Splitting your squads into four-man fireteams for flexiblity ain't worth sqaut if they're spending most of the game suppressed. If you have a lot of squads keep them large, if not you may have to split them up.
 
Yep, split them up when tactically useful, otherwise keep them together.

The PLA squad is perhaps the best squad to split up early. When you get into a good position, split off the MG team and keep moving up the two rocket teams. I once had two MG teams firing down a street suppressing every USMC squad that came out, it bought my rocket teams enough time to move up and put some hurt on an M1A2.

There's been no word on rejoining fireteams, I suspect rules for such are in the advanced rules, but in the basic game they stay split.
 
demonllamma said:
although he does need to take the action, he does not need to move, and the wording does specify that the extra dice work until the model moves, not until he takes a move action.

Mmm - that may be the case (we may need a ruling to be 100% sure), and with Land Warrior or FIST to expand the command radius, moving squads or fire teams piecemeal like that might be viable.

But it still seems a little dicey, given that the rest of the soldiers can't move on an action in which the gunner fires and therefore you'll be going only four or five inches in any turn of yours you wish you use your SAW in.
 
Proteus454 said:
But it still seems a little dicey, given that the rest of the soldiers can't move on an action in which the gunner fires and therefore you'll be going only four or five inches in any turn of yours you wish you use your SAW in.

This exact reason is why I think it's probably a viable tactic, simply because it does limit the mobility of the rest of your unit.
 
Proteus454 said:
demonllamma said:
although he does need to take the action, he does not need to move, and the wording does specify that the extra dice work until the model moves, not until he takes a move action.

Mmm - that may be the case (we may need a ruling to be 100% sure), and with Land Warrior or FIST to expand the command radius, moving squads or fire teams piecemeal like that might be viable.

But it still seems a little dicey, given that the rest of the soldiers can't move on an action in which the gunner fires and therefore you'll be going only four or five inches in any turn of yours you wish you use your SAW in.

I'll add the question to my BF:Evo Rulesmasters thread

LBH
 
Turtle said:
Yep, split them up when tactically useful, otherwise keep them together.



There's been no word on rejoining fireteams, I suspect rules for such are in the advanced rules, but in the basic game they stay split.

We were allowing Teams in Command at the start of thier turn to reform, as that is when they break off, but a rule FAQ, will be needed I agree.


Lee
 
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