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TOPICS
Sherman
Elite!
Winning Strategies for the Yanks in Panzer
Elite
by Robert Murphy
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PART II
On the Attack: the Varying Enemy Positions and How to Take
Them Out
The enemy controlled
village.
If you have the luxury of infantry support while clearing a
village, let them take the lead, then move to their support. Infantry can
flush out German AT crews and spot and attack AT-guns – your two worst
enemies in a defended village. While keeping a relatively safe distance, you
should advance on an enemy held village slowly, while making frequent stops to
scan for enemies. Remember the military adage: "tracers work both
ways." Watch where your infantry is firing, and from where it is taking
fire. With a sharp eye, you can trace the enemy’s machine-gun fire to his
location. A few HE rounds can take down most structures, and effectively
concentrated MG fire from your platoon will pin or flush out enemy squads. Do
not be tempted to rush forward. The essence of survival here is to stay out of
Panzerfaust and Panzershreck range, while pinning and destroying enemy AT
squads. While less visible than tanks positioned within villages, AT guns
within a village are still far more visible than when emplaced in terrain, yet
potentially far more deadly. While an AT gun in the relatively open space of a
village can be much more easily spotted, this open space also allows it a
clear firing lane to your tanks, and often at point- blank range. Again, a
slow, cautious approach, with plenty of stops to scan for enemies will usually
ensure you see the gun before it sees you. Finally, remember, NEVER get ahead
of your infantry when approaching a village. In open terrain infantry is your
support; here you are the infantry’s support. In those missions where you
are faced with the task of taking an enemy village without infantry
assistance, (as is often the case,) simply approach even more slowly and
cautiously.
Hunting the Hunters: Facing German Armor Cross-Country
While I make no mention in the above of the proper tactics
for defeating panzers emplaced in villages, this is simply because tanks are most
vulnerable in any urban environment. (Realize this before you enter any
contested town!) While certainly a Tiger I in a village is to be considered
your primary threat and dealt with accordingly, tanks within a village are
easily spotted. The excellent camouflage of many of the German tanks simply
serves to make for a more striking (hence visible) contrast between the tank
and surrounding structures. German tanks deployed in the countryside are
obviously far less easy to spot, and thus are even greater threat. This is
where the fundamentals apply to the fullest. Advance slowly and deliberately,
stay roughly in line with any supporting units on your flanks, and never cross
elevated terrain that will either skyline your tank or offers no hull or
turret-down position from which you may scan for the enemy before cresting
over the ridgeline. (Here is one case where a you should set your throttle
high. Once over the crest and descending down the hill, cut the throttle back
down to 10-20%.)
When and where necessary, smoke delivered by mortars or
75mms can be quite effective in screening movement over open, defilade-free
ground. Simply realize that even dense, artillery-delivered smokescreens will
not last a great length of time – here is where you should throttle-up to
good speed and head towards good cover! Another note on artillery: should you
be lucky enough to spot an enemy tank platoon while in a turret-down position,
and with a powerful artillery strike(s) at your disposal, don’t engage.
Instead, look around to ensure your platoon is also concealed, and if so
immediately give the "cease fire" order (CTRL – ‘5’ to select
the whole platoon, then CTRL - X) and call in an artillery strike. An accurate
155mm strike can wipe out even a Tiger platoon, and with your platoon almost
wholly concealed, you can launch this devastating strike with impunity. (In
particularly good cover you may even wish to give the ‘general wait order’
to your wingmen (CTRL-5 to "Select All" followed by CTRL-W for
"Wingman Waits"), then scout forward a short ways to peek over the
ridgeline.)
As always, keep in mind that the key to victory is to spot
the Germans first. Thus, you should be using the binocular view quite often.
Scan the facing terrain in a quick but thorough sweep. Watch for motion. Even
a defending Panzer platoon is likely to give away its position to the patient
commander by adjusting its initial emplacement in response to enemy activity.
This is yet another reason not to advance beyond supporting platoons. E.g.:
the half-tracks on your right may be simple target practice for a panzer
platoon, but they very well may entice the panzers to your front to turn and
move to better firing positions; revealing themselves and offering flank shots
in the process. Also, artillery smoke aimed at a suspected enemy position may
not entirely conceal your advance, but it will still serve to confuse the
enemy and possibly compel him to move out of his initial positions. On the
attack the idea is to turn what could be a German ambush into a "meeting
engagement," where your platoon is advantageously positioned. By engaging
the enemy when he is faced with multiple targets, (i.e. attacking in unison
with supporting units,) using smoke and HE strikes to coerce him into shifting
his position, and firing from hull-down positions, you can negate many of the
advantages the German holds as the defender.
The use of the word ‘front’ in the above is no
accident. If you are in an area where you know of or suspect an enemy presence
– unless terrain cover or artillery-fired smoke present the opportunity for
a flanking maneuver – keep your tank’s front faced to the where you
suspect the enemy is positioned. Aside from turning your tank’s thickest
armor towards the enemy, spotting the enemy is much more likely if
he is directly to the front of your tank than if he is positioned towards any
other side. This is even more crucial when you must button-up. (As a rule
– while there is still some risk entailed even at his range – stay
unbuttoned unless faced with infantry less than 200 meters away.) The
following illustrates the A.I.’s visibility ‘scores’ for respective
sides for a buttoned up late-war Sherman with improved external visibility
(largely due to the addition of vision blocks encircling the tank commander’s
hatch), and for a Buttoned up Tiger. These numbers run from 0 to 8, with a
value of 0 equaling a ‘blindside’, up to a value of 8, which, of course,
indicates excellent visibility from this side of the tank:
Sherman
Turret Side |
Front |
Front-Rt |
Right |
Rear Rt |
Rear |
Rear Lft |
Left |
Front-Lft |
Score |
6 |
4 |
1 |
1 |
1 |
1 |
1 |
4 |
Hull Side |
Front |
Front-Rt |
Right |
Rear Rt |
Rear |
Rear Lft |
Left |
Front-Lft |
Score |
7 |
4 |
0 |
0 |
0 |
0 |
0 |
4 |
Tiger I
Turret Side |
Front |
Front-Rt |
Right |
Rear Rt |
Rear |
Rear Lft |
Left |
Front-Lft |
Score |
7 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
Hull Side |
Front |
Front-Rt |
Right |
Rear Rt |
Rear |
Rear Lft |
Left |
Front-Lft |
Score |
8 |
6 |
0 |
0 |
0 |
0 |
0 |
6 |
As you can see from the chart, the Tiger I possesses
dramatically better buttoned-up visibility – particularly from the top
turret. Even while unbuttoned, it is still crucial to keep your front towards
a suspected enemy position, as the second-best spotter in your crew – the
driver – has blindspots to the right, left and rear quarters of your tank.
On the attack, you should aim to ideally make the enemy
come to you. The most dangerous German tank platoons will naturally also
be the boldest – thus the most mobile - even when defending. When a
supporting platoon sites an enemy tank formation that you suspect to be the
primary threat in the area -- usually Panthers or Tigers, of course – use
your heaviest artillery available on the last radio-reported position. (Place
the square denoting the area to be hit dead in the center of the blue circle
surrounding the enemy platoon on the Map Screen.) When you receive contact
reports from other friendly units by radio, you are not given exact fix on the
enemy, as opposed to an actual sighting made by your platoon. Also realize
that the information you have received may already be inaccurate – as even
within in the short time it takes for the report to be sent and received by
your radio operator, the actual German position may have changed. Still, even
a near miss by a heavy battery will usually serve to ‘encourage’ the
Jerries to shift their positions. (Also, you might just get lucky and score a
direct hit!) If you can maneuver your tanks into hull-down positions
overlooking the area where you expect the Germans to be headed – you will
now have all of the advantages of the defender, even though you are on the
attack. (Check the map and click on the "eye" icon – by so doing
you can usually discern from the shift in positions generally where the enemy
is headed.) Just remember that once the enemy has sighted you and your
platoon, the thirty or so seconds it takes before requested artillery
"splashes" can be an eternity. Time enough for a crack German
platoon to brew-up half your tanks. Get a fix on him first – either through
radio reports or by sighting him directly. In the latter case, try to knock
out at least two tanks fast (Most German tank platoons will withdraw after
losing two tanks, allowing you a few ‘free’ shots at their rear quarter.
Still: you can usually plan on meeting the rallied surviving tanks ‘down the
road.’
The Defense
Defending as the Yanks – while by no means a cakewalk –
is nonetheless far less complicated task than attacking. Here, the primary
challenge is to have your men in commanding, hull-down positions before the
enemy even comes into view. Smoke can very helpful here. As you start a
defensive mission, order a smoke strikes in the likely paths of the
approaching Germans. If you get lucky, and the smoke lands directly on the
Panzers, you will have temporarily immobilized them. Smoke that lands across
the route of Germans may also stop them temporarily, or at least cause them to
move around it. Either way, you will have bought valuable time for you to get
your tanks into good, covered positions. (Note: always use the weaker guns –
mortars or 75mm – to deliver smoke! Save the 105s and 155s for the Tigers.)
Positioning your men can, unfortunately, be an exercise in
frustration. While the AI in PE is generally quite good, one glaring exception
is in how your wingmen position (or, rather fail to position)
themselves. You may find them stopping halfway over a crestline; skylining
themselves and exposing their paper-thin underbody armor to any Jerry gunner
in range mile. Your best friend here is the CTRL-W, "wingman waits"
command, the mouse driven "move to position" command, and the
external view. As soon as you find a good defensive position – one that
covers the likely approach route(s) of the enemy and ideally is on high ground
with woods or higher terrain directly behind it – first drive your
tank into a hull-down position. Then, quickly move to emplace your wingman.
First, check to see if any one of your tanks has driven into a precarious
position, by a quick scan around your tank from the turret hatch. Immediately
click on any tank(s) that has driven into such position to select it with the
mouse, then use the mouse pointer to quickly click on a safe position – say
down behind you, where it will be completely covered by the ridge you have
positioned yourself upon. Next, starting with tank 4, click on the arrow below
its number on the "Mouse Tank" icon to go to an external view of the
tank. Pan your view around, until you see a good position, then click on the
number icon itself to ‘select’ the tank, then click on where you wish the
tank to go. Have your finger on the CTRL-W ("wingman waits" command)
key. It is very unlikely the tank will move to exactly where you ordered it to
go, on your first ‘try!’ If the tank is obviously not moving to the
desired position hit CTRL-W and click upon the position again. (Re-select the
tank by clicking on its number icon or the tank itself immediately after you
order it to move, which de-selects the tank.) Watch the tank closely (pan your
view to its side) as it moves forward, and just as soon as it is position give
the "wingman waits command! If you don’t, the tank will often continue
forward over the covering terrain. After giving the wait order, play it safe
by hitting CTRL-F to order the tank to fire-at-will. (I always give this order
as I start a mission. even though your wingman will fire at will by default.)
Repeat for the rest of the platoon, generally going from tank 4 to tank 1,
tank 3, and then tank 2. Why position your tanks in this order? Remember you
are racing against time – when enemy tanks come into view the time to
position your platoon is up! Fight with the tanks you have in position. Now
you should be calling in artillery and spotting targets for your gunner! (You
can certainly man the gun manually if you choose – but only after your
platoon has also sighted the enemy formation and is firing on it, and after
you have called in any available artillery, should the target warrant it.) If
you have managed to position your tanks in good hull-down positions where they
can mutually support each other, you can usually knock out two panzers –
compelling the other two in a four-tank panzer platoon to retreat. (Really, in
this instance your artillery will serve to "mop-up" the remaining
tanks, for in most engagements, the victor will be decided before the
strike is launched.)
Formations
Rarely in Panzer Elite will you want to be in any other
formation than "wedge." On most missions, the only other formation
you will use is "column" if you must cross through constricting
terrain. You will want to get out of column formation just as soon as
possible, for in this formation – where mutually supporting fire is a near
impossibility - you are most vulnerable. Wedge formation allows each tank the
clearest possible field of view and fire, with excellent flank protection.
While "line" or "echelon left or right" formations are
ideal if you feel your flanks are secure, I have found that with the nasty
surprises the Germans so often have in store for you, you should never consider
your flanks secure. Any advantage in wider fields of fire against the
"threat axis" (the presumed direction of the enemy’s approach or
positions), simply isn’t worth the risk (especially when advancing)
of coming upon an unexpected German attack or defensive position from the very
flank previously considered secure. Use your judgment, but consider any
formations other than column and wedge to be reserved only for certain
exceptional situations. (For example, if you are fortunate enough to have a
steep and impassable bluff on one flank of either your approach route or
defensive position.)
One final word on formations: keep them close. While there
are those who would vehemently disagree with me on this, remember, as the
Yanks one of your main strengths lies in superior numbers, and you will rarely
face a serious threat from German artillery strikes. (If you’re playing as
the Germans, spread out!) With a tight formation, (use "CTRL - numbed
minus sign" to go from a 37 to a 25 meter spread), you keep your platoon’s
firepower concentrated, and you minimize the chance that an isolated (cut off
by terrain from any mutual support) tank will contact the enemy. (Even the
weaker panzer formations will eat an isolated Sherman for lunch.) Sure, by
tightening up you will decrease the amount of ground your platoon can observe,
but when you do make contact with the enemy, you can usually bring all of your
guns to bear, and may just be able to use defilade to defeat the enemy platoon
piecemeal.
Next: Artillery: the Yankee Trump Card
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