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Grand Campaign Anti Tank Warfare










During a Grand Campaign anti tank warfare will be one of your primary battles. Depleting tanks in an enemy BG is a surefire way to weaken the battlegroup and make it useless later after a few days or weeks of combat. Depleting tanks from the enemy forcepool should be your #1 focus when facing these types of battlegroups.

This guide will give you directions on how to accomplish that and will help you defeat your opponent quickly. The tips listed below are valid for all mods but intended primarily for regular CC5. The same tactics can also be applied to most other versions of CC as well. Combining multiple strategic tips with multiple tactical tips works best.



1. Cut off battlegroups

Cutting off enemy battlegroups from supply is one of the most effective ways in aiding to eliminate armour. Mobile tanks in an out of supply battlegroup are exceptionally vulnerable. Destroying enemy tanks is not a priority in this situation. Simply immobilizing a tank for the battle will result in the battlegroup losing the tank. If the immobilized tanks does not present a threat to your strategy move on to the next tank.


2. Weather

Bad weather brings advantages and disadvantages. Rainy or stormy weather will turn dirt roads and fields to mud decreasing your armours maneuverability. It will also limit the chance an airstrike has of coming in.


3. Using Support

Plan to use your support excusivley on armour. Wait for the right opportunity to target multiple tanks or tanks and supporting elements. Creating a pattern of only using support on armour may make your opponent extra cautious and he may not employ armour to its fullest. Air support that only uses machine guns should not be used on tanks, save this for infantry or open top vehicles and armoured cars. View the Regular CC5 Airstrike Guide for further explanation.


4. Damaged Tanks

Tanks that lose more than 60% of thier crew have a high chance of being lost when the battle ends. If a tank with 60% losses does not present a threat to the overall situation it is wise to move your anti tank assets on to the next highest priority.


5. Capturing Tanks

This is difficult to accomplish but a very good tactic if you do not have anti tank units. The tank must be operational and close to a VL which you control and have troops situated around by the battles end. The computer will calculate how much territory is captured by you and if the enemy tank is close enough, and falls into that territory then it is designated captured. The enemy loses the tank from thier forcepool. You do not gain a tank. There is no difference between a captured tank and a destroyed tank when the battle is over.


6. Anti tank guns and infantry


  • Anti Tank Guns - A good rule of thumb is to never engage tanks head on with your AT guns. Wait for a side or rear shot to get the best chances for a kill. This goes with any anti tank unit but especially with guns as they usually are the most limited asset in your forcepool.

    A common mistake many people make is shoot the 1st tank the gun spots. What you can do is let multiple tanks pass your line of sight (LOS) until the right tanks comes by. Refer to the tank priority list.



  • Infantry - Do not use infantry that have no anti tank capability to attack enemy armour. The can be used to attack armoured cars and open topped tanks. Use experienced troops when you can as some infantry will kill themselves by bouncing grenades off the tank, back to their squad.



  • Muzzle Flashes and Backblasts - Only the host can see these events for both sides. For the joiner this is a serious disadvantage. The joiner can see the tracer fire however.


  • 7. AP Shot Advantage

    Watch the enemy tanks closely and who they are engaging. A tank engaging infantry will reload HE rounds. This means if you have a tank with AP rounds loaded you can fire two AP shots vs his one AP and less effective HE rounds. This is how it works...

    1. You notice enemy tank has HE loaded and move up to fire one AP round.

    2. Enemy tank takes the time to traverse its turret and fires one HE at you and now reloads AP.

    3. You fire AP back at him and retreat.

    4. Enemy tank loses LOS if you have moved back quick enough.

    A good tactic to force this situation is to expose infantry on the vehicles flanks and wait for the enemy tank to engage them. Now you can get your shot advantage in.

    8. Tanks with no turret.

    Tanks without turrets such as stugs should be engaged from the rear whenever possible. The rear of the tank has far less armour. For the tank to engage, if must traverse the entire tank to face you. While this is happening you can get off multiple shots and retreat. A well planned attack would have another tank waiting to engage the stug from the other side after it has turned around. When these tanks are immobilized, and in supply go for the kill. In many mods they have very strong frontal armour and easily kill other tanks.

    9. Command, Rank and Attributes

    In all situations having a command team nearby boosts the effectiveness of the teams within the command radius. Plan your battle to have some of these teams around your anti tank teams. A highly used tactic during online play is to re-select your units until you have high ranking crewmen with highly rated attributes. The five attributes, morale, experience, strength, leadership and intelligence combined contribute to the overall effectiveness of the man, and crew. At the very least ensure the gunner has a rank. Retire tank or anti tank crews that have low morale, even if they have high experience.


    To assist you with this AT_BlackCat has created a rank mod for use with GJS and Regular CC5.



    Rankmod for Regular CC5

    Download Rankmod Regular





    Rankmod for GJS

    Download Rankmod for GJS
    Anti Armour Effectiveness Table
    Regular CC5 5.01a
    Type
    Effective Range
    Max Range
    Explosives
    12
    16
    Geballte Ladung
    16
    20
    Panzerfaust 30
    25
    30
    K98k Schiessbecher
    30
    40
    Panzerfaust 100
    40
    100
    Bazooka
    140
    180
    Panzerschreck
    140
    180
    Gold, Juno, Sword 4.4
    HHL 12 16
    12
    16
    Explosives
    18
    20
    Molotov
    20
    25
    Panzerfaust 30
    25
    30
    Faustpatron
    25
    30
    German riflegrenad
    30
    40
    Granatbuchse 39
    60
    80
    PIAT
    50
    90
    Panzerschreck
    140
    180
    Armour Priority List
    Examples
    Max Range
    British Funnies
    AVRE
    *120m
    Crocodile
    75m
    Centaur
    *90m
    Command Tanks
    All Types
    Heavy Tanks
    Tiger
    Panther
    Firefly
    Tank Destroyers
    All Types
    Medium Tanks
    Shermans
    Panzers
    Light Tanks
    Stuart
    Armoured Cars
    All Types









    Copyright © by Close Combat Series All Right Reserved.

    Published on: 2008-08-16 (4921 reads)

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    Content ©





    In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
    in to create this Close Combat site. I would to thank all the people who have visited and
    found this site to thier liking. I hope you had time to check out some of the great Close Combat
    mods and our forums. I'd also like to thank all the members of our volunteer staff that have
    helped over the years, and all our users that contributed to this site!