Wargame Tips & Tactics – Smoke Employment

Wargame Tips & Tactics – Smoke Employment

Hello Everyone! Welcome to the first installment of a new
series I have been working on for you folks — Wargame Tips & Tactics. It will be primarily aimed towards people
who already have a basic understanding of Wargame’s mechanics and gameplay, and who
want to learn some more advanced tricks and maneuvers to pull off in game to get an edge
on their opponent. …And what better way to start the series
than with one of the most underused and underrated mechanics in the game, smoke? When used appropriately, smoke can allow you
to turn the tide of battle in your favor, and overcome obstacles you wouldn’t have
been able to. It’s one of the most powerful tools to manipulate
the battlefield in your arsenal, and it’s capabilities are often overlooked. For those that aren’t familiar with smoke
usage, smoke can be deployed from nearly all tube artillery pieces in game, as well as
a few select MLRS systems. A unit’s ability to deploy smoke will be
indicated by the [SMK] tag on the respective unit’s stat-card, as is highlighted here. Smoke, when it is deployed, acts to break
line of sight, and this can be taken advantage of in a variety of ways. One means in which you can utilize this to
you advantage is through changing engagement ranges. For a moment, place yourself in the position
of the OPFOR player here, attempting to deal with a much more capable M1A2 Abrams in open
terrain, with a handful of inferior tanks, whose guns are incapable of penetrating the
Abram’s armor until they have closed distance. As the Abrams is free to engage them as they
attempt to close the gap, it’s a slaughter. OPFOR’s T-80s didn’t stand a chance. With proper smoke usage, however, our OPFOR
player can get much more utility out of their T-80s, by forcing the engagement to occur
at a significantly shorter range. By closing the distance without taking casualties,
OPFOR’s numerical superiority allows them to overwhelm the lone M1A2. You can use this tactic with other types of
units, as well. Screening infantry assaults on forests with
smoke can allow you to move infantry across open terrain while minimizing losses, allowing
them to get into position to deal with vehicle threats more appropriately with their shoulder-launched
AT. Another good way to utilize smoke is to mask
your movement, denying your opponent valuable intel on the location of your units, and making
it more difficult for them to react to your actions and positioning. In this scenario, careful use of smoke to
block my opponent’s vision allows me to sneak a recon squad into a much more aggressive
spotting position, revealing the location of many of my opponent’s units, allowing
me to make a more informed plan to deal with my opponent’s unit composition, as well
as making them vulnerable to shelling. The last concept I’d like to leave you with
is that of using smoke to prevent engagements from occurring at all, or “Dividing & Conquering”
your opponents, by cutting off their supporting assets. In the situation at hand here, I’d like
to deal with my opponent’s weaker tank in open ground using my own tank that is currently
fielded. However, without smoke usage I am doomed to
fail. Infantry ATGM squads positioned in the towns
on either side of my tank will make damn sure of that. However, If we use our supporting mortars to lay down
smokescreens preventing those ATGM squads from having line of sight to our tank,
we can proceed with the engagement as if they weren’t present at all. Without line of sight, his supporting assets
are useless, and our tank is able to do the job it’s meant to without any pesky Konkurs
missiles finding it’s side. In any scenario where your opponent has supporting
assets separated by by even a fairly small distance from his other units, you can utilize
this method to your advantage. A unit cut off from its support will always
be more vulnerable than it would be otherwise. If you found this video informative or entertaining,
or want to see more videos like it in the future, feel free to let me know, as it’ll
likely encourage me to put more work into content like this for you in the future. As it currently stands, I have plans to put
out a few more videos like this in the coming weeks, and I hope to see you then. Till next time, folks! *Awesome music* *Seriously, you should listen to it :P*

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About the Author: Oren Garnes


  1. Thank you,I do watch your vids and those of others and have learnt a lot. I like how this format is clear and concise.I believe mastering these finer skills in war-game can make a big difference. Please make more in the future.

  2. Thx for the vid. Is it possible to get somewhere the info about speed of all missiles in the game (at, aa, sead)? You can make an interesting vid how to use it right (just an idea for you).

  3. Great stuff. Definitely a lot more to smoke than just "smoke off a treeline and attack" or "smoke your super."

    One topic I want to see touched on is the difference between "shallow" and "deep" forest/city fights and why the force composition requirements are so different.

  4. Very good video! Could you cover the different types of planes in one of the following videos (like Air Superiority vs Interceptor). I've had a hard time tying understand the tactics behind them.

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