PRELUDE TO A OFFICER CADET SCHOOL
The following is an incomplete list of tips to
accelerate the SQL player development curve. Normally I have not done
this for opponents (this is the first time) but due to the fact we
can only meet by mail, such would take years to show you the hard
way. Also i have a vested interest in keeping your rating up at other
players expense. All are basic guidelines which may be altered in
game breaking situations: a) last turn push, b) when disparate, or c)
when attempting to remove the last opposition and higher losses are
acceptable. All assume SL level as various rules 'tricks' change in
each rules set.
RULES OF THUMB
- Know your probabilities. Two die probabilities, hit/kill
combinations, chances of breaking/KIA targets for given af or DRM. Not necessary
to know numbers but a developed 'game sense' will determine fire selection,
whether to shoot or move etc.. Good summary in first General with SL on cover
- Attack opponent's weakest link. Russians Leaders (not enough
of them); Germans (squads; lots of toys less bodies); Americans 6 moral squads
- 80 and lesser leaders should not be in the front line. 81's
are marginal; only if in good cover.
- Keep leaders in cover TEM greater leader modified incoming
shot (i.e. +1 woods is no good if -2 leader is directing incoming fire.
- Keep rout locations in mind when doing a setup.
- Don't shoot at broken Russians if they have no chance to
rally as they may go berserk.
- Try to kill units by blocking rout paths, more enemy units
can be eliminated in this manner than direct fire attacks.
- Artillery, guns best choice is often smoke.
- Use smoke to block incoming fire so you can localize your
attack in one direction where you have the advantage.
- Engineers with FT should use there smoke as it does not
affect their FT only the enemy rifle.
- Close combat only when modified CC attacks in your favor.
- Russian always try to CC as trading squads is to Russian
advantage and enemy leaders die with their squads for free.
- Russian leaders should not be used in CC as too valuable.
- Give the enemy no targets or lots of targets (more than
he has shots else you are allowing him to reduce your force).
- Never put your tanks near enemy 628,847,838 especially if
they have smoke. Use your engineers to get into CC with his tanks.
- Best way to deal with a powerful enemy stack is to move
adjacent with many small stacks and getting some into CC. Alternate is to
advance all adjacent for upcoming defensive. Either case he cannot shoot at
all your guys if given more targets than he has shots.
- If target in positive TEM, one large attack is usually best.
If he is in 0 TEM or moving, many smaller attacks have better chance for KIA
or twice broken.
- Leaders with radios are priority targets, breaking the leader
gives you a chance to capture/destroy radio and its artillery.
- Destroy all captured SW you cannot use or expect to hang
onto. If yours, you can malfunction it to make it useless to enemy but gives
you the chance to fix it latter.
- Russian LMG use is best used only for CC or in critical
shots due to high breakdown.
- Do not use more SW than needed if will not change af level.
- Use captured MG first before your own if same af.
- Engineers with smoke are priority targets.
- Assign -2 leaders to engineers with DC/FT as they can use
them in event engineer breaks.
- Engineer must shoot at same hex as FT/DC. You should move
against him from 2+ hexes (instead of one large stack) as he can shoot at
only one hex.
- Keep broken units DM to reduce chance to rally. 1af+5drm
is sufficient to keep DM.
- American leaders are subject to DM not squads or crew; keep
them DM as loss is greater due to thief high rate of rally of non DM units.
- American leaders should not be in front line unless in good
cover due to low squad morale and broken leader induced MC.
- Don't be afraid to run American/Russian vehicles in woods/bldg.
as only 16% chance of immobilization. Not a good idea for Germs as 33% chance.
- Spread your AT fire out so enemy you get a flank shot. If
all frontal shots, it's just a matter of luck unless someone has an advantage
of number or armor dr.
- Approach vehicles from flank for CC (moving target; pivot
modifiers) preferably from several hexes.
- Overrun guns as first movement from outside their covered
arc preferably a multiple number of times.
- If you can get enemy to commit his DEF fire tank/gun against
your first tank; you can move adjacent to side/rear with rest (beware of the
- Often wise to voluntary break to avoid unfavorable CC. Especially
with lone leaders. Remember, if you were not shot at since previous rally
you are not DM. Also you are allowed to rout turn you break even if no-one
shot at you.
- Killing units my multiple shots
- AMBUSH TRICKS ALLOWED BY RULES; these are prohibited in
later rulesets and SQLA conventions.
- a) Can advance into staircase and change levels putting
you into close combat. You avoid Def fire. Ex. your in M2.2; I am in N2.1
after movement. I can advance into M2.2 for close combat and you did not see
me coming. Rules do not say you can change levels and advance into adjacent
- b) Panzergrenedier assault: You are in 2W9. My tank with
passengers move Y10 and Y9. I advance fire tank vs. some target on hill which
unloads pass into X9. They advance into W9 never receiving defensive fire.
to SQLA Main Page
to Wargame Academy Main Page