Assault Tactics for Pillboxes & Bunkers
By Donald C. Maddox

by Donald C. Maddox
Assaulting bunkers and pillboxes in East/West front can be a frustrating endeavor, and it can also be one of the most dangerous tasks that you can assign your units to perform. I have included some general guidelines that should help as a starting point for developing a successful plan for eliminating these obstacles. I will try to refrain from including specific recommendations, because as Talonsoft revises and tweaks the games code the actual resolution of assaults could change a little. l believe that Rising Sun will have a new or partially new system for resolving assaults.

Pillbox

[1] The Principle of Mass: This is pretty self explanatory. Mass as much firepower against the defenders as the situation permits. Don't waste light machine guns and mortars against bunkers and pillboxes, because they likely will have little or no effect on the defenders. Use engineers or AFVs equipped with flame-throwers if available. Also use the largest artillery you have at your disposal. Remember to move the artillery as close as is practical for maximum effect. Don't play around with defenders in a pillbox. Hit them as hard as you can!

[2] Security: It is imperative to secure the area immediately around a bunker or pillbox before moving to close assault it. This prohibits the enemy from reinforcing the position, and will also cut his route of supply. If you have a situation where multiple pillboxes and bunkers support each other, pack a lunch...

[3] Disruption: Disrupt as many of the defenders as possible before assaulting a strong-point. This will greatly enhance your chances of a successful assault. Even if there is only one undisrupted unit remaining in the bunker/pillbox, it will be virtually impossible to drive them out. Engineers can be very useful for disrupting defenders prior to the attack.

[4] Bypass the Obstacle: If it is not necessary that you take a specific hex with a bunker or pillbox inside it, it may be a wise alternative to just isolate the defenders and continue with the mission. You must put of value of the hex into context against the overall accomplishment of the mission. Don't tie up half of your available resources to eliminate a couple of stubborn squads just for a couple of VPs. In some situations taking out a stronghold may be essential to a successful mission, but try to make that determination early on, before you have wasted valuable turns with nothing to show for it.

[5] Reconnaissance: Always recon ahead of your advance. If the enemy has a strongly held defensive position along your axis of advance, it's better to know about it as soon as possible that way you can shift forces to deal with the threat immediately. Pillboxes and bunkers are often covered with a minefield to their front, so be prepared for this contingency. Remember, it will take a few turns to clear a minefield so plan accordingly.