Quoted posts are from our internal beta test forum started by Davin Valkri.
Davin Valkri wrote:I, and other players, may be so worried about enemy units throwing my supply lines into disarray that the urge is to destroy as many of them as possible, even at the expense of forward progress. And while it's possible for them to force a breakthrough (such as in the south in 2nd Kharkov), I've learned, and others should know, that you can do the same thing to them, and a force that's out of supply is much less of a threat to yours. And then you can push through to your objectives more easily. (At least, that's the impression I got from Astrakhan and other player's demonstrations.)
Also, remember the words of Guderian--one punches with a closed fist. Concentrate your heaviest punching units, usually armor and motorized divisions, at one point in the enemy defenses, blast through, and wreak havok in his rear.
ComradeP wrote:An important rule when you want to win is to always mentally plan ahead to where you want to be at the end of next turn, and don't just focus on the current turn. Don't focus entirely on the objectives, but always keep them in mind.
Sometimes a detour is the quickest way to get somewhere. Don't always try the obvious or historical strategy, but try various strategies a few times to see what works best for the forces you have at your disposal.
Don't play like you would as the Axis when you're playing as the Soviets, or vice versa. Keep the strengths and weaknesses of the side you're playing as in mind.
Nenad Jalsovec wrote:Back when I was learning the game, one of the things that helped me boost my efficiency is the knowledge of exact workings of ZOCs.
In UoC, a unit can move any number of times per turn as long as there are MPs left. However, once you enter an enemy ZOC hex all the remaining MPs will be lost and the unit is locked in place for the current turn. If you are aware of this you will choose carefully where to move with respect to enemy ZOCs. That way you can significantly increase overall mobility of your troops which is essential for blitzkrieg-ing.
This is especially important for strong mobile units like veteran armored divisions. If you're careful about ZOCs when maneuvering such units, the greater mobility combined with overruns can wreak havoc on the enemy every single turn.
The tactic I like to use when breaking the enemy line is to sacrifice a weak cannon fodder unit to dismantle the ZOC at the attack point and then (in the same turn) attack multiple times from the clean hex, circulating the strong units.
Davin Valkri wrote:Well, here's another couple for the well.
Scoring, such at it is, is based on spaces taken (the objectives) and time taken, not units destroyed or preserved. Although keeping your divisions strong will help with the objective, don't be afraid to "sacrifice" a division or two to push through to the objective, if their sacrifice will bear fruit, like weakening an enemy armor unit before the breakthrough. This may be especially helpful in Soviet missions, where your units may not be as strong as the German ones, but certainly outnumber them.
Remember to keep an eye on the terrain and weather before planning an attack. Cross-river attacks into entrenched enemy infantry in the snow (a few scenarios will start with long lines of dug-in infantry across a river from your units) is a good way to get your men killed, mostly fruitlessly.
Theater assets like air attacks and logistical enhancements replenish every turn, so use generously but wisely. Concentrate air attacks where you want to make the breakthrough, and use logistics to increase the supply radius of areas where you'll need to keep your offensive swimming in bullets and shells (and food and stuff). It's a fairly no-brainer where to use your logistics if one of your supply sources sits on a rail line that you need to follow to reach your objectives (as in Edelweiss).