In Ogre, you put your Heavy Tanks out front and your Missile Tanks and Infantry form the second line of defense.  But if you’re playing the 1983 Challenger: Ultra Modern miniatures rules double blind, this is not a good idea.  In this game you should have a line of infanty on the first line in order to alert you to the enemy’s approach.  You should concentrate your mobile units in a second line– preferably somewhere that your opponent is unlikely to shoot with artillery fire.  Finally, you should have a reserve just in case your opponent if feinting.

Here’s my infantry and APC’s whooping it up after taking out some Ruskie scout cars:

My boys quit laughing right about the time the rest of the party showed up.  The APC’s were quickly destroyed and the infantry remained dug into their fox holes.  I annoyed the Ruskies with artillery fire and accidently hit some of my men once, too:

I had to do something about my men!  I sent my tanks to respond and split them up a bit in order to avoid having them disabled all together by enemy artillery.  I moved at full speed to get there ASAP, but couldn’t fire as a result of that.  (I was still learning the rules!)  Then… because of the lack of a full first-line infantry screen… we unexpectedly ran into the main Russian element!  The smoking hulks in the picture below are all that remained of my platoon of tanks:

Now the Ruskies were free to roll on through and cover Bergkohn with as much fire as they liked.  The rest of my forced were ill-placed to respond… and heavily outnumbered. 

 

A fog of war can have a huge impact on tactics….  Panic is bad news– and playing a game with another game’s tactics is, obviously, not a winning strategy.

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