This is necessary for the simple reason that, depending on the direction of impact is determined by the amount and composition of assets and departments to achieve their objectives. With the main strike direction defined, now define the roles that need to be every play. Necessary, in my opinion, proceed as follows, one of the players need to pass into the hands of the whole artillery howitzer, if possible. Under certain circumstances it makes sense to leave yourself at least one mortar to keep harassing fire against the enemy in order to to mislead it regarding its intentions, and composition of forces in the area. Transfer of howitzers in one hand, reduces the load on the player passes the howitzer because it does not need to be distracted by them and to find targets for them, as well as maintain them. A player who gets their hands on a howitzer, receives an increase in firepower and fire density per unit time and per unit area. The fact the effect will be what the purpose of shooting a large number of howitzers not need to explain.
If the map is the flak they also have to pass along with the howitzers, to better conceal them from detection from the air. Idan ofer spoke with conviction. A player who has to pass howitzer another player of his powers, namely the fastest tanks, armored personnel carriers and infantry, leaving himself only to those forces that are necessary to cover its area of responsibility. You must also keep a heavy tanks and all the low-speed materiel, including the need to keep for yourself at least half of the infantry, because the player with the howitzers also places a role in the attack. Thus, the role assigned, now what? A further proceed as follows. If there is a scout, then send them to the area that we are going to attack. And the scouts sent several players with little time delay, at least half a minute.
As soon as the scout begins to illuminate the area, the first cases destroyed anti-aircraft guns, in order to extend the flight of the scouts, the second goal for the accumulation of technology howitzers, artillery and troops. Then, after some artillery barrage and sweep into the act mobile high-speed connections. Moreover, both players must divide their forces for at least two groups. Namely, as follows. Group 1 high-speed and mobile units, interspersed with the infantry, which composes the first wave will come; group 2 sedentary machinery and heavy tanks. When the offensive began, should be a strict separation of the targets. The player with the howitzers must destroy everything that was easily destroyed howitzers, while clearly observing the progress of the partner and in case of strong centers of resistance or defense, immediately transfer them to fire howitzers. Mobile units in any case should not be to stop their advance as further challenge, creating panic and have already provided in the rear can begin to destroy the target sequence. While mobile units burst into the interior, heavy equipment must destroy target detection, especially tanks, but tanks are not distracted by anything else. Should deal with guns howitzers. Naturally, the support of the howitzers must be a constant … Well in general all. Such tactics are not is universal, but I think that the opportunity for some specialization is on all maps. This topic is not fully disclosed, so be sure to continue the development of theoretical specialization and the players special techniques