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  Boot Camp: Boot Camp #3 Fine Tune Your Game 3
Posted on Mon Mar 22, 2010 2:28 am by webmaster
Boot Camp After your mortars have completed a smoke mission, have them reload HE. Do this by giving them a fire command to anywhere on the map, wait for them to show you they are reloading, then place the unit back into ambush mode. This will save you valuable time if you catch enemy units moving fast.

During the setup phase, have your dismounted and mounted mortars facing the most likely direction of attack. This will save your team time turning the mortar to that direction. Your rounds will be down range much quicker. For mounted mortars, ensure these vehicles are stationed way back out of sight. If they are disabled they will only be able to fire in the direction they are pointed, just like a Stug when it’s immobilized. Be careful about firing your mortars with direct line of sight. It’s best to keep these teams hidden, if they have line of sight they may start firing their rifles as well, or just switch to rifles instead of using the mortar. This tends to change depending on what mod or game you are playing.

Some mods or versions have large machine gun sections. When placing these in buildings or hedgerows make sure the actual machine gun is pointed where you want it. This may take a few tries. Failing to have the gun properly sited, the gunner will just tell you he can't see the target. The gunner will not attempt to reposition.

Keep your mortar and machine gun teams on ambush. When these teams have been placed on defend they may try to move around the area seeking more cover. This means they will have spend time settings up their weapons again. Having them on ambush ensures they do not move. After any fire orders are complete press m to go back on ambush.

Some battles can be fought and won without a full complement of 15 units. When this is the case, estimate what you need to win and fill the extra slots up with units that have low experience and low morale. During the setup phase place them in the rear areas, or next to the most important exit VL, plan on not using these teams at all. At the end of the engagement, they will have gained some experience and morale and will be more suited to fight the next battle.

When an enemy command team is spotted, focus your efforts on destroying it. Loss of command during an engagement will result in poorer performance and quicker defeat of your opponent. This generally goes for all support teams. Machine guns, mortars, AT and engineers. A battlegroup without sufficient support teams will be easier to destroy.

During the daytime strategic phase always assign all support. This will ensure you have it if there’s a massive upset in game. If you do not need it, don't use it. During the final phase of the day use all remaining support, it will be not carried over to the next day.

In the strategic phase, rest all battlegroups that are not moving or not in battle. Make it a standard so you will never forget. During each rest period the battlegroup’s cohesion raises slightly. Having good cohesion can help your battlegroup survive an onslaught.

Before entering a battle during an campaign or operation, take note of which exit roads give you supply. Defend them accordingly.

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Boot Camp #1 - Fine Tune Your Game Part 1



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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!