View Full Version : If we do VANG
justinalot
Friday, 20th May 2005, 12:16
Lets make sure we have whispers set up to Driver Gunner.
Pick someone you know will be on for a bit and also someone you get on with.
DarthS
Friday, 20th May 2005, 19:33
If we do Vangs, we need to lay out some plans before sunday.
First off, we'll need air cover. Skyguards are powerful, but with paper thin armour. One lucky reaverspam or a few stray mines can take out our aircover. Two Flight Variants would strugle to kill as quickly, but can endure far more punishment and take on multiple targets at a time.
Second, a lodestar. Don't need to say much about the usefulness of that unit, but just having the one will increase the potential of the rest of the outfit in a drawn out armour fight. On top of that it can transport replacement Vangs quickly to rejoin the main group. The biggest problem will be protecting it from aircraft, so one of the Flight Variants will need to hang back.
Third, Thunderers. I think we need about 6 Vangs, and anyone spare to man a Thunderer. The biggest weakness of the Vanguard is aircraft, but the second biggest is enemy flight variants as its very hard to hit them with the 150mm. With our own FVs set up for AA, its a vunerbility, but Thunderers are ideal for taking on Flight Variants. Their armour is a weakness, but as long as they keep behind the Vanguard screen they should avoid the worst of enemy fire.
Throw in a Mossie for forward scouting and we have a very powerful, self contained unit there. As long as we have the numbers to make it work.
MiMaRz
Friday, 20th May 2005, 21:03
i'll be glad to be the mossie scout;)
JojoTheSlayer
Saturday, 21st May 2005, 03:13
If we do Vangs, we need to lay out some plans before sunday.
Ok, you mean tactics btw. :)
First off, we'll need air cover. Skyguards are powerful, but with paper thin armour. One lucky reaverspam or a few stray mines can take out our aircover. Two Flight Variants would strugle to kill as quickly, but can endure far more punishment and take on multiple targets at a time.
Sounds Ok
Second, a lodestar. Don't need to say much about the usefulness of that unit, but just having the one will increase the potential of the rest of the outfit in a drawn out armour fight. On top of that it can transport replacement Vangs quickly to rejoin the main group. The biggest problem will be protecting it from aircraft, so one of the Flight Variants will need to hang back.
Sounds Ok
Third, Thunderers. I think we need about 6 Vangs, and anyone spare to man a Thunderer. The biggest weakness of the Vanguard is aircraft, but the second biggest is enemy flight variants as its very hard to hit them with the 150mm. With our own FVs set up for AA, its a vunerbility, but Thunderers are ideal for taking on Flight Variants. Their armour is a weakness, but as long as they keep behind the Vanguard screen they should avoid the worst of enemy fire.
No, its waste of manpower.
It has low armor, it has speed, but cant go faster than the Vanguards anyway or else it will lose support, it dosent have as good firepower as a Vanguard and it uses 3 instead of 2 men to man.
One more Vanguard is better when a Thunder cant use its speed.
Its not eaiser for a Thunder to take down a BFR than a Vanguard.
Espeacialy when the Vans are in a groupe.
Throw in a Mossie for forward scouting and we have a very powerful, self contained unit there. As long as we have the numbers to make it work.
Sounds Ok, if we have the manpower to spare, we only use one man in it and that guy is quick to follow orders and isnt a fragwhore who just "need one more kill" before he leaves.
I would recommend a RL "support type person" to fill this role.
Since am one of the few guyes whit BFR's. Ergo will be forced to role FV BFR AA :p. I will this time try to see how a EMP/AA arm will work. If we encounter "2 man"/FV BFRs, which I dont have a chance against whit AA and the Vanguards have a hard time taking down, I can just EMP them for easy picking, while on the move.
I didnt get many AA kills the last time so I think one AA arm will be just as effective to scare of aircrafts as two. Lock on sound is the same ether way :)
Sounds Ok..., but then again you are a genius :D.
DarthS
Saturday, 21st May 2005, 12:21
I see where your comming from on the Thunderers, but I think once you get about 6 Vangs in a group, adding more dosent do much to increase their effectiveness as its hard to get them all positioned fighting the same targets.
I remember from the last tank unit we ran on Serhus; when we got caught in a drawn out battle for Tara the Flight Variants were a real pain to deal with. It is hard to take one down with a Vang, and generally he can escape anyway. One or two thunderers realy would chew up Flight Variants like paper, but hey, its just an idea. ;)
As for the EMP gun on the BFR, be aware that it dosent actually effect other BFRs. God knows why, but it dosen't. It will be useful for clearing mines on bridges and at base entrances for the Vangs however.
vBulletin® v3.8.7, Copyright ©2000-2012, vBulletin Solutions, Inc.