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Sicherheitspolizei
 


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PostPosted: Wed May 06, 2009 8:03 pm Reply with quote Back to top

The Artillery Halftrack Regiment is a good counter for all types of infantry, and is good at indirect engagements, by bombarding the enemy for a distance. The Artillery Halftrack Regiment is NOT good at directly engaging AT Mech and Armor, or surviving "getting bombed".

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Axis and Allies RTS - This is a continuation of the discussion regarding the Artillery Halftrack Regiment
As found under Halftracks > Artillery Halftrack Regiment
Arrow http://www.axis-and-allies.com/artillery-arty-halftrack-regiment-ww2-rts.html
Any additions, corrections, questions, etc, are welcomed.
 
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zling
 


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PostPosted: Sun Nov 15, 2009 10:42 am Reply with quote Back to top

this thread is very misleading Imho. the reason for this is simple: the need for the arty mech in the first place is very marginal, and only useful for certain countries/situations in the first place.

for example, while the US has the best arty mechs it also has the best AT mechs and no reason whatsoever to get arty mechs whatsoever. sometimes very good players decide to go for arty mechs against a very good Brit player, as the very good Brit players know how to fight mechs with their SAS, so arty mechs in this scenario might be more effective, but only if you really know what you're doing.

otherwise you usually see Jap players use arty mechs, despite them being the worst unit. the thing is that neither mortars nor commandos can really stop snipers/SAS once they reach the critical mass of troops(usually around 8-10, depends on situation though.

while Germany cant really support enough arty mechs quickly enough to be of any real significance against mass snips/SAS, but would otherwise use them too at this stage, Russia and Britain have snips/SAS of their own, which are much good enough against the enemy's snips/SAS, as it is basically a micro war.

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PostPosted: Thu Nov 26, 2009 8:13 am Reply with quote Back to top

Arty mech ftw! All you need is 2 AT mechs and 4-6 Arty mechs to roll anything. Any infantry, including SAS, has no chance vs arty mechs if they are used correctly. Usually the best way is to engage at a distance and have the outside mechs move up as the morale dwindles, then move the rest of your units right into the mob of tired infantry. Pick them off one by one.
 
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PostPosted: Fri Nov 27, 2009 8:30 pm Reply with quote Back to top

yes i think arty mech are under-used and get a bad reputation due to their vulnerability to bombs.

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KingCobra
 


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PostPosted: Sat Nov 28, 2009 8:23 pm Reply with quote Back to top

They might be vulnerable to a bomb, but a bomb is limited to only one spot. There best way around that is spreading your units. Besides, I believe arty mech are supposed to be spread, spreading the firepower everywhere, decreasing morale on all fronts.
 
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PostPosted: Sun Dec 18, 2011 10:57 pm Reply with quote Back to top

Effective against SAS.
 
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PostPosted: Tue Jan 24, 2017 4:37 pm Reply with quote Back to top

artillery in the original game had a couple of drawbacks:

1. it lacked the range of historical artillery. you could only get in one really good volley before advancing forces could close in to attack range.
2. they suffered badly at close range engagements against nearly everything this side of infantry.
3. they could not survive a bomb.

the advantages were:
1. cheaper than tanks
2. lower consumption of ammo
3. benefited from the Mechanized Advance special op (Eisenhower and Patton)

I would consider arty mechs if I got Eisenhower, Kuribayashi, or Patton.

it's important that players always arty mech as part of a combined arms operation:

arty mechs + heavy tanks + air power (Eisenhower, Patton)
arty mechs + tank destroyers + air power (Eisenhower, Kuribayashi, Patton)
arty mechs + air power (Eisenhower)
arty mechs + infantry + air power (Kuribayashi)

JPN has such horrible options for armor that sometimes I'll spam 12 arty mechs, 6 tankettes, and leave the remaining two regiments open. the reason being is that this gives me lower ammo consumption when compared to arty tanks. (Japan has low ammo production compared to most of it's advesaries) the mechs can be used to roll over infantry and help demoralize enemy tanks. with that many arty units bombarding enemy tanks they will usually rout. once I start losing my arty mechs (to air strikes or special ops) I then replace them with arty tanks or begin to increase the air strikes. if you'reusing Kuriyabashi then it's useful because you can resupply your damage regiments outside of friendly supply zones.

as King Cobra points out you have to use everything you have to destroy the enemy forces piecemeal. you need that local superiority of numbers to make the arty mech strategy work. you do need to keep the regiments spread out. the bonus is that it makes them less vulnerable to bombs, and if you're using control groups they'll automatically move into a position where they can all bombard the target.

for GER it's not really worth it. they don't have the long range artillery upgrade, so you don't want to get into a game where you're trading blows with enemy artillery that can shoot further than you. I avoid artillery units with Germany altogether, if I can help it.

arty mechs are a viable option for USA. especially if you get stuck with Eisenhower or Patton. they use up less eco than arty tanks and can help leave your economy more open for air power. with Eisenhower if you're using Assembly Line and Mechanized Advance at the same time it. Eisenhower's Mechanized Resupply op means that you've got some tactically flexibility to go deep into enemy lines for hit-and-run attacks. I would recommend starting off with air strikes to seriously weaken the enemy's tents and airfields... only THEN do you deliver the killing blow with fullly upgraded arty mechs and then run away.
 
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