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German Panzer Tactics in WWII Online
by Megadeth

I wrote an article previously posted on this site about applying Blitzkreig tactics to an online sim. In an effort to spread practical advice to German players so that they can apply it in the game, I am sharing another two cents, this time specifically about panzer tactics in 1940 France. I want to make sure that when I play WWII Online that the Germans that I face in battle (or fight along side) are the best team. This doesn't mean they will win, because they have enormous strategic disadvantages to overcome. If the German's aren't good, then how will they replicate some of the spectacular successes of the summer of 1940, or the initial phases of Barbarossa, or create tank aces with over 150 kills?


The German Tank Platoon: The German armored forces used a standard group of five tanks per platoon for most of the war. In practice, vehicle breakdowns and combat losses meant that they often went into battle with less, sometimes only two. In WW II online, tank forces will seldom include full battalions (three companies) or even companies (three platoons) of tanks. It is important for the German players to organize themselves into platoons, if anything to simplify the command/control structure for higher ranking players. If the commander has to communicate to each individual tank in order to give battlefield orders, it will take forever to type instructions. It will also be difficult to effectively communicate with specific tanks that are either not in view or among too many other tanks to pick out. I strongly suggest that German tankers organize themselves into temporary platoons for each battle, naming each one for the player in charge of the platoon ("Mike's Platoon"). Platoon commanders should be either senior sergeants or lieutenants. You could use numbers instead of the name, but this can lead to confusion because in my experience people often forget their platoon number. However, numbers are faster to type or recall for those giving orders.

The next step is to assign each vehicle in the platoon a number from 0 to 4. Zero is used exclusively for the platoon commander, and the others assigned to the rest. So using this system, when you type a message that says "30 open fire on woodline 500 m your 2 oclock" then whomever is in command of 3rd platoon knows this message is for him and can act accordingly.
Whenever a group of German players gets together to fight a battle, organize them into a minimum of 2 tanks per platoon. If you only have six tanks in a given battle, it is better to organize three platoons of 2 tanks each than a single six tanks platoon or two platoons with 3 each. Why? Battlefield flexibility. If you have three groups, you can do three things instead of just one or two. Trust me, this principle works in any type of warfare. You sacrifice firepower for flexibility. And for the Germans, flexibility is the key. Try to make sure that the same model of tank operates together. Mixed vehicle platoons run into problems because of different ammo, range, speeds and different training. Keep the same tanks together if at all possible, and this applies for companies as well.

Tank Companies:
If you have three platoons, in other words, a full company, then the company commander (captain or higher) should be given the designation 100 (1st Company commander). Each company commander should have another tank assigned to it for protection, thus forming a company HQ. The second tank should be the deputy commander (lieutenant or captain), and take over the company if the CO gets knocked out. This vehicle should have the designation 101.
Company commanders should NOT communicate with individual tanks in the company except under extreme circumstances. Limit your communication to the platoon commanders, that's what they are for. This reduces "radio" traffic and prevents micro management, which is both boring and harmful to your chances of winning battles. Platoon commanders should communicate only with vehicles in their own platoon, or the company CO. The deputy commander just protects the commander, and should not give orders unless it is necessary. If people are getting two sets of orders, they are going to get confused and die. As another tip, always organize your battle line with lowest numbered platoon to your relative "left" and and go up in sequence from there. So if you have three platoons, 1st will be on your left, 2nd right in front of you and 3rd on the right. The KISS principle was invented for war. Trust me. You want to keep it simple.

Tank Battalions:
If you have gathered enough tanks to form a battalion (two or three companies), then assign a Battalion commander. The battalion commander should have a full platoon under his command in addition to his own vehicle. The battalion commander's designation should be 000, and the other vehicles in that platoon go from 001 to 004. The Battalion HQ should include specialized vehicles such as radio tanks, recon vehicles or any lighter tanks that are not part of the main company. HQ vehicles should be faster and need less protection, since they need to get around quickly. This is because the battalion commander will often have to race back and forth across the battlefield to make personal assessments of the situation. Also, the battalion commander is not expected to fight, people get upset when they are no longer getting instructions from HQ. Stay away from fighting as much as you can. The deputy battalion commander can either be vehicle 001 or can be assigned to one of the company commanders, depending on the situation. The Battalion HQ platoon should be a mixed vehicle platoon, including whatever is necessary under the circumstances (flak trucks if air attacks are expected, artillery spotter vehicle if available, or recce cars). The platoon should include at least one armored reconnaissance vehicle that can be sent on "spotting" errands by the battalion commander as needed without exposing the whole HQ to enemy fire.

Fire Discipline:
Believe it or not shooting the minute you see the enemy is not always a good idea. German tankers should exercise fire discipline at all times for some very practical reasons: Supply, Concealment and Ambush. Tankers that fire at everything they see are going to run out of ammo fast, and become useless to the platoon. Secondly, if you shoot at every recon vehicle that drives into view, the enemy commander will soon know that you are there. Don't blow your cover. Thirdly: Ambushes are more effective when everyone fires at once and all targets are in good close range. Need I say more? Platoon and Company commanders should reserve the right to give permission to fire. This translates into simple general orders such as "Fire at Will", "Open Fire" and "Cease Fire". Germans tankers should exercise fire discipline if they want to win.

Spotting and Contact Reports:
There is nothing more stupid that getting hit by a shell from an enemy tank that you didn't see but your buddy did, but didn't bother to tell you. Contact reports are important so that everyone shares in the tactical information available to the whole platoon or company. Tanks are difficult to see out of, periscopes and slit views give limited field of view. Each crew member should be constantly on the look out for enemy units. No matter what your position is, you should announce enemy targets as you spot them using a simple contact report system: (type of target) + (approx distance) + (clock direction or landmark). For example: Bob the online gamer is driving a Panzer III. He is merrily shifting gears and following the road when he spots a French tank parked in the middle of the road. He shouts (or types in bold) TANK 200 meters dead ahead.

Now you don't have to announce every target on the battle field, especially if they are in plain view. Just announce enemy contacts that are A) a threat to you (enemy infantry real close or enemy tanks) and B) you think the others might not have seen.

Keep each other alive. Tank commanders are the people that are supposed to be doing this constantly, sitting partly out of the hatch for maximum visibility, but any crew member should feel free report contacts.

Formations

The Germans practiced a rather standard deployment tactic which basically translates into this: In defense, two up one back, in attack, one up two back. Picture the German tank platoon/company as a triangle, and you will see what I mean. In defense, put two tanks up front and one to rear. This basically presents the majority of your force to the enemy while holding a third of it in reserve. The Germans practiced this very simple system throughout the war, even in the most dire situations. This applies mainly to the tank company, two platoons forward and one in reserve, but I mention it here on the platoon level because it is likely to be the most common sized force. This doesn't mean that the third tank in the rear does not engage, just stays further back.

When attacking, take the triangle and point the tip towards the enemy. The line of advance should be triangle shaped, with the lead platoon conducting reconnaissance and the other two platoons to provide flank protection and combat reserve. When the lead platoon makes contact with the enemy, it should either engage or withdraw to cover. The other two platoons could then attack the flanks. All this is easier said than done, but eventually with practice, it will become the foundation of success in WW II Online.


Supply

German combat supply was very aggressive, and frequently recovery crews and ammunition vehicles did their job under fire. This isn't ideal, but an aggressive logistics plan can lead to spectacular success. Especially for breakthrough forces, logistics has to be aggressive and fast. Now I am not suggesting sending lone trucks into enemy lines, but breakout forces should create "safe lanes" for such convoys to reach them, relatively free of enemy presence. If necessary, accompany such forces with light armor of infantry, but basically ride like hell and the enemy will probably never know you where there. After all, it is a big map, the enemy can't cover everything right?

If you truck convoy runs into enemy opposition just high tail it out of there, and either find an alternative route, or head home. No use in trying get killed, but its worth a few trucks to find out if you can get away with it.

 


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Copyright 2000 Mike DelPrete
"Booya"