Hi All American,
Given our METT-T method we will take a detail look at the troops and hopefully address your question. We won't look at all the troops. We will evaluate 4 we can use for breach and clear ops using the same scenario as above.
Here we have the AVRE, Crocodile, Engineer, and Infantry. (Highlight in the blue and yellow circle in the previous post)
It is always difficult to cover specifics. For example, breaching a bunker. "Crack the puzzle" answers generally do not work in every situation. There are too many variables. With best practice (or tactics, it sounds better) of using the units strength and minimizing it's weakness your chance of success is greatly increased. Before we take a look, you may want to review
Alternative Unit Information, Pg 50 of the pzb.pdf in your game directory, manuals folder.
In the scenario we will right click on the unit in the hex info area to see it's stats.
Let's start with the Churchill AVRE at the top.
Hard 30/1, Soft 3/3, Assault 19. Defense 19, Hard Target. Speed 7 Tracked.
For bunker busting the speed and track is not important, but for the break though after it is. We can out run his infantry if they try too. Our soft attack is an attack of 3 with a range of 3. Not very good at all so we can say the AVRE is not an infantry support tank. The assault of 19 is not bad, a point better than our Engineers. Looking at the Hard 30/1, we have an attack value of 30 at a range of 1. Combine this with a decent defense of 19 we can now formulate a best tactic for the AVRE.
Primary best tactic - Moving to a range of one hex and firing at a hard target (in this case, a bunker) to disrupt the enemy units to increase our chances of a successful assault. This is the AVRE's greatest strength.
Secondary best tactic - An assault of 19 and 40 (4 vehicles x 10) stacking points give us a a good stacking to assault ratio.
For the AVRE we want to close to one hex and disrupt the defenders. If needed, we can also use them to assault.
Pro tip: When assaulting look at not only the assault value but the stacking too. With 200 stack points you can stack the AVRE, CROC, and infantry in one assault. A fairly powerful attack against any of the German positions above, whether they are disrupted or not.
Churchill Crocodile - Hard 18/8, Soft 12/12,
Assault 45, Defense 20, Speed 7, Tracked.
Using the same method when can see the Croc's strength right off the bat. The assault of 45.
Primary Best tactic - Assault prepared positions. With 30 stack points and 45 assault, combined with infantry, Crocs are the punch of any bunker busting. A defense of 20 gives them a good change of avoiding disruption from the German infantry (they have a Hard 15/1 attack).
Secondary best tactic - With a good hard and soft attack they offer force protection for your units during the breakout. If you are not ready to assault yet, you can use them to cause disruptions.
Engineers - Hard 14/1, Soft 6/3, Assault 18, Defense 16,
Mine Clear
A good hard attack, assault, and defense definitely make engineers an asset in bunker busting. Upon closer inspection, they have the ability of
mine clear allowing you to clear a path through minefields for your assault forces.
Primary best tactic - Clearing minefields and obstacles!
Secondary best tactic - Assaulting prepared positions.
Pro Tip: Your savvy opponent is going to target your engineers. Normally they are small units and sometimes with average morale. Disrupted engineers can't clear obstacles. You can't always keep them out of harms way, but it it usually better to save them for clearing obstacles rather than assault and infantry combat. You don't always have a choice, but consider it in your planning.
The poor bloody infantry - Hard 12/1, Soft 6/3, Assault 10, Defense 16,
111 Men
The infantry has average stats and morale across the board. What they do have is numbers. Assaulting a position with 200 men is better than 20 for obvious reasons. The fact of the matter is, you just have more infantry and it is going to form the bulk of your bunker busting.
Primary best tactic - Using the infantry with the Croc units, get as close to 200 stacking point as you can when you assault. Disrupted or not, you will on average clear out the German positions pictured above in 1-2 turns.
Secondary best tactic - Why, basic infantry stuff. Closing and engaging the enemy.
Now that we have assessed our troops, let's start to plan how we will use them.
The
engineers will clear the minefields under the cover of smoke (limiting the enemy's target of opportunity).
The
AVRE will close to a 1 hex range and disrupt the defenders.
The
infantry with
Crocodiles in support will assault the prepared position hex using as close to 200 stackpoints as possible.
Pro TIP: A few units we did not cover. Your Sherman tanks can provide covering fire and disruptions. Position you HQ units with a field of vision past the bunker. If they have not moved in a turn, you can use them to spot for artillery. Instead of shooting your artillery and mortars at the units in the bunker (which does nothing) use them to hit the German units you pushed out of the bunker. Important points; the HQ cannot have moved in a turn, and it must be spotted. Don't always fire your artillery in the beginning of your turn. Use HQ to spot targets of opportunity.
In summary Commanders, knowing the capability of your units and maximizing their strength while minimizing their weakness provides them the ability to successfully complete the mission you have assigned. The enemy will not cooperate. It is up to you to provide your men with the winning plan using METT-T and correctly assessed force capability and multipliers. Don't forgot tenacity and panache.
All American, I hope this helps. I am sure there are questions, I can't cover everything in a generalization, but ask away if needed.
See you in the Bocage - Gris.