New players guide to how to counter ATACMS
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New players guide to how to counter ATACMS
Don't get ships. Don't get long range artillery. Spend 70% of points on AA and ASF, the other 30% on front line units, spread out your units and just push forwards and accept losses. Then sit back and watch your opponents feed planes and helos into your AA net.
- Coffee_Zombie
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Re: New players guide to how to counter ATACMS
shoot and scoot. That is the answer because those things take about 3 minutes to aim for a target.
Opening maneuvers
http://www.wargame-ee.com/forum/viewtopic.php?f=177&t=42632
Battle Plans: Attacking a city
http://www.wargame-ee.com/forum/viewtopic.php?f=93&t=40542&p=485478#p485478
http://www.wargame-ee.com/forum/viewtopic.php?f=177&t=42632
Battle Plans: Attacking a city
http://www.wargame-ee.com/forum/viewtopic.php?f=93&t=40542&p=485478#p485478
- MajoorHokie
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Re: New players guide to how to counter ATACMS
This thread should probably have some actual guidance on how to counter ATACMs or to play under ATACM fire rather than some general strategy about sitting back and hoping people through their planes into your AA net (which will somehow escape ATACM fire after its revealed?)
You should definitely shoot and scoot all of your artillery. Be careful when using some tube artillery as they can feed from the FOB and just go on shooting forever. I would suggest hotkeying your artillery and keeping an eye on the shell count. After they fire the number of shells you think you need to destroy the target, get them moving somewhere else. Avoid moving to firing positions in an obvious pattern so that they can't observe your firing positions and get an idea of where you will go next. This will definitely cut down on losses to both ATACMs and conventional artillery.
Frontline units? Spread them out. Again this is effective against normal artillery as well. Keep everything spaced so that it can defend each other if need be, but make sure your tanks or AA or whatever aren't parked side by side. Try to keep in cover as much as possible. Win the recon battle up front. I often move my tanks after they've fired and revealed their position, not very far mind you, just enough to cover the same sector without being targeted.
Finally, how to take down the ATACM launcher itself. The key is really to get eyes on the enemy spawn if at all possible. Destroy enemy fobs with artillery fire if you can't fine the ATACM launcher itself, this will limit its use considerably and you might get lucky and hit it if it happens to be reloading nearby. I would suggest keeping a group of artillery pieces hidden and unused except for the sole purpose of counterbatterying the ATACMs. While two pieces of artillery focus on your fire support missions, have two others near the frontline and waiting. Once you see the ATACM firing, use this hidden and previously unknown artillery force to quickly pour counterbattery fire on the enemy spawn. This is obviously the hardest part of countering the ATACM, but if you do the first two steps and manage to get to the third you'll probably come out well ahead in the points war.
You should definitely shoot and scoot all of your artillery. Be careful when using some tube artillery as they can feed from the FOB and just go on shooting forever. I would suggest hotkeying your artillery and keeping an eye on the shell count. After they fire the number of shells you think you need to destroy the target, get them moving somewhere else. Avoid moving to firing positions in an obvious pattern so that they can't observe your firing positions and get an idea of where you will go next. This will definitely cut down on losses to both ATACMs and conventional artillery.
Frontline units? Spread them out. Again this is effective against normal artillery as well. Keep everything spaced so that it can defend each other if need be, but make sure your tanks or AA or whatever aren't parked side by side. Try to keep in cover as much as possible. Win the recon battle up front. I often move my tanks after they've fired and revealed their position, not very far mind you, just enough to cover the same sector without being targeted.
Finally, how to take down the ATACM launcher itself. The key is really to get eyes on the enemy spawn if at all possible. Destroy enemy fobs with artillery fire if you can't fine the ATACM launcher itself, this will limit its use considerably and you might get lucky and hit it if it happens to be reloading nearby. I would suggest keeping a group of artillery pieces hidden and unused except for the sole purpose of counterbatterying the ATACMs. While two pieces of artillery focus on your fire support missions, have two others near the frontline and waiting. Once you see the ATACM firing, use this hidden and previously unknown artillery force to quickly pour counterbattery fire on the enemy spawn. This is obviously the hardest part of countering the ATACM, but if you do the first two steps and manage to get to the third you'll probably come out well ahead in the points war.

Re: New players guide to how to counter ATACMS
How to counter: sneak SF or KA-50 into their spawn, destroy ATACMS.
Re: New players guide to how to counter ATACMS
Solo wrote:How to counter: sneak SF or KA-50 into their spawn, destroy ATACMS.
Passive players do not expect aggressive tactics, and ATACMS users are not Patton imitators...
Re: New players guide to how to counter ATACMS
Saavedra wrote:Solo wrote:How to counter: sneak SF or KA-50 into their spawn, destroy ATACMS.
Passive players do not expect aggressive tactics, and ATACMS users are not Patton imitators...
No, because they're too busy sniping your SAMs and recon so they can make a hole for a Longbow to get through your lines.


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- Mitchverr
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Re: New players guide to how to counter ATACMS
What me and my friends do, works every time near enough.
Send in spetz sniper scout team to move to the enemy base, get him in position overlooking the enemy arty from a safe position, spot this chap, get smerch, roll it on up, open fire.
Rarely does any arty escape this unless its exceptionally lucky.
While this is being done, just accept you will take losses and use it firing on you as a guide for the scout team.
Send in spetz sniper scout team to move to the enemy base, get him in position overlooking the enemy arty from a safe position, spot this chap, get smerch, roll it on up, open fire.
Rarely does any arty escape this unless its exceptionally lucky.
While this is being done, just accept you will take losses and use it firing on you as a guide for the scout team.

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