Early Base Rape a Lock and Key Tactic
2007-07-04 6:55 PM PDT
OK i created a way to really kick peoples asses in company of hero's. This gives u serious advantage of supplies and units. Its Risky and if your not savvy or tactical, this can end in a disaster costing u the game or a set back. The Trick is that you hit there base 7-18 min into game. A succesful raid depends upon the size of the map, how well your fighting in the field, and if you have the cajones to attack a base this early.
You will need armor company to pull this off slicker than shit. (faster building of vehicles and raid ability) Keeping your Raid Squads alive, and taking low casualties is the key here.
You may stay in his base reinforcing from the halftrack but u will need sticky bombs To do enough dmg/keep vehicles off your units, to make up for the cost of the manpower/ammo you will spend reinforcing and sticky bombing even grenading.
Timing is the substance to make this work. I set up my Raid Force while i have units fighting and engaging in the field. You will need 2-3 riflemen squads with/without BARS for defending engineers & killing his base units. (If u go in without BARS then at least you should have started the BARS process at your barracks, on your way to Raiding his base(If u dont like the cost of BARS Your raid should be earlier than expected/speed early motor pool).
3-4 engineers with Flamethrowers and 1 half track for this base attack Your Points will be left lightly defended by 2 -3 riflemen, they will also be needed out there, to capture more points after enemy (almost always) pulls most of his force back to his base. Keepin em busy or keepin him focused on fighting your rifleman squads in the field early game is important dont want any of his units at his base expecting an ambush, usually 3 - 5 rifleman squads with bars, grenades, and if i hear vehicles sticky's bombs are my Core Cap Point Units fighting. If hes mopping up my rifleman (means hes decent) then i will build weapon support for some tactics/cracking field defenses (mg and sniper maybe a mortar to harass em)prolly 7 - 15 min into game so i wont be able to get his base till 15 - 20min risky but OK. Its risky becuase him killing your soldiers gives him enemy Command Points which lets him call in special units or use special combat ability's. I build Motor Pool(almost always be4 they can build vehicles).
OK anyway you fill 1 Half Track with engineers upgraded with flamers(you will need to cap a high ammo point & a fuel point) and send it to his base.
When you Head into the attack Immediatly DESTROY The FIRST bunker you drive past FIRST THING. If you dont you wont be able to bring in your extra rifle squads to defend your 3-4 Engineers, or be able to push your way into his base.Using the half track to funnel em past a bunker Is time consuming and screws the whole thing up trust me only do this if your engineers come under attack while destroying that one bunker.
OK so you should have already pulled 2 or 3 out of your 5 rifle squads off the field and have them at the point u are hitting to help kill his infantry in his own base. I walk them with my half track and wait outside his base in case he sent a force out so i dont run into his units with my half track in the field. Another factor here is timing... Bars cost tons of fuel.. 60 to be exact with 60 fuel u could bypass the bars build motor pool early and base rape him most definetly before he has vehicles.
I also build 1 Anti Tank 57mm to suppress/destroy any vehicles he dumps out.(Axis Blitz Doctrine) stug howitzer tanks are usually called in if he gets desperate or thinks u cant press an offensive/defensive base rape. Players ocassionally call in off map support to kill my infantry base rape squads. U will usually be dealing with storm/shreck squads uncamoflauging behind your units and grenade satheling you, that and snipers/mg's.
OKAY well... Use your Units in the field doing nothin. Engage his units that are still out there, and start capping points. Pump M8 Armored cars out or use 2 jeeps or 2 halftracks and by using the Allied Armor Doctrine Raid Ability start cappin his points. I usually start building my Heavy Armor Depot if the raid is going well enough to open 2 Fronts on em and to defend my newly capped points with Shermans/Crocs/Destroyers. As u cap 3 - 5 points he should have his force all over yours back at his base either retreat them or.... DEFEND/HOLD GROUND BY PUMPING OUT REINFORCEMENTS FROM HALF TRACK. Kill what u can or fight a defending retreat. But dont stay if he still has more than 3 squads.
Usually u will have to deal with stug's RARELY an Ostwind.. but usually Sturmtroopin. God i hate fighting sturms with Panzershrecks even volksgranadiers with panzerfausts are deadly they will make short work of that half track. when it takes one hit pull it out and go cap points with it instead and start pullin back. This works for me and its won me many, many games.
Beware of Goliaths as well, lol he might make a mess of you, by blowing up whole rifle squads with just One Goliath makin u take heavy casualties and gettin your units overun... = failed raid. Also remember the point of doing this is to destroy the bunker AND at least one builing be it his Wehrmacht barracks, kriegs barracks, Sturm Armory or most definetly his Panzer Command. You have to Open em up, killing that Sturm armory or the panzer command will be costing him dearly of manpower/fuel giving u a big advantage, more veteran units, and a better supplied base. GL and GG hope u win.
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