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LeeW

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  • Location
    Medicine Lodge, Kansas USA
  • Interests
    Computers CM Reading Metal Detecting
  • Occupation
    House Remodeling

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  1. Thanks for the fun scenario. Played German against the AI. Took the whole force up the right half of the map. Set the Panthers and Tigers on the high ground in overwatch as the force advanced. The Pz IVs went with the infantry. The panthers started knocking out T34s as soon as they arrived. The first kill was over 3600 meters. At those ranges the T34s never fired a shot. Only 3 got through the kill zone in the center. None made it through on the flank. It was a turkey shoot. When the AI surrendered there was only one tank left. A Tiger lost its gun in a closer dual, and that was the only damage to a German tank. Having more of the T34s in the valley to start with would probably give the AI more to fight with for the end game. At least they might get some shots off and do more damage. As it was, they took such a moral hit from tank losses, they surrendered before I could, move on the last 2 objectives. Thanks for hours of fun, Lee
  2. So I guess my question would have to be, would it be possible for a 76 or 85mm shell to go through the bow mg port and not cause any damage?? As stated in another thread something like this could be a bug. I never thought about it until reading that.
  3. Commander's cuppola is the hit that caused the crew to dismount. The commander wasn't among the survivors. That would make sense if he had his head stuck up there looking out the vision ports. The bow mg took the penetration hit several turns ago, but doesn't show any damage, nor were there any casualties caused. As an interesting side note, while looking at this hit from the inside of the tank, could observe spent brass on the floor! Also there are two hits on the gun barrel, ricochet I'm sure, but not sure if they would have damaged the gun or not. The T34-85 was shooting at a little over 600 meters with a height advantage. A 76mm ATG made a few hits at around the same range with more of an elevation advantage.
  4. From what I read in another thread there could be a possible bug in this photo, maybe even two. Also can you spot the hit which caused the crew to bail out, took me awhile to figure out what happened.
  5. What is the status of crew being used as scouts? The last I remember, was an outcry against this, so their spotting ability was reduced to discourage the use of them as scouts. True or not?
  6. I wish I could have gotten the other pictures to upload. The AI took the tank back down the road, through the farm yard, through a gap in a low hedge (or whatever it would be called), through a pole barn, then around to the bocage and through the gap in the bocage then finishes up the slow way points that had been plotted at the beginning. Altogether takes about 6 or 7 minutes. Thus avoiding the possible "kill sac" the author had setup and making a flanking attack more likely to succeed. Nice to have the AI helping for a change.
  7. I've noticed this behavior with the face command as well. The unit goes to the back side of the AS away from the face command side. Try a target arc command in the direction you want them to face and see if that helps. They should setup on the proper side of the AS.
  8. (snip)The top picture shows the Churchill passing THROUGH the bocage due to AI pathfinding?(snip) Yes, passing through the bocage due to AI pathfinding. (snip)Then, you gave it some slow orders away from the anti-tank obstacles?(snip) No. The tank is finishing the original slow orders. At the start the tank was setting on the other side of the obstacles. I gave a series of slow way points along the edge to see if the tank could possibly slide pass the obstacle. What you see in the last picture is the way points that were on the other side of the obstacle, through which the tank could not pass, thus the AI made a new path around the obstacle to the first way point on that side and continued finishing the slow way points. I could have canceled those after passing through the bocage, but didn't want to mess up what the AI started. After all I was just watching to see what would happen, not playing the game at this point.
  9. I'm having a terrible time getting the pictures uploaded. Took 2 days to get this far. The actual order started on the other side of the hedgehog obstacles. You never know unless you try. Anyway, of course the AI plotted another route, like it does when you ask it to do something impossible. Curiosity got the best of me, so had to see where the AI was going to go. So put my game on pause and started hitting the go button. First we came to a low hedge with a small gap in it on the backside of one of those pole sheds. The Churchill VI went through the gap and under the shed. Then proceeded around to the bocage in the first photo, and then through the man size gap to finish up it's move in the last picture. I don't have a problem with any of this movement, as I've read on the forum where the British heavy tanks were able to go through the bocage. What I haven't tried is to actually plot the order to accomplish this type of behavior. Not sure it would be possible, but will need to try it out:)
  10. Maybe, but don't forget the "action" should be entertaining and fun to watch. You're already coming up with ideas to turn things to your advantage. Now we will see how it "plays" out.
  11. I've seen the wood bunkers get knocked out in less than a minute, and also seen them take over 10 minutes and almost all the HE and AP 75mm rounds to take them out. So peoples experience will vary widely. "Usually" you can kill the troops inside fairly quickly, always the exception though with all the variables present.
  12. It will be interesting to see how this works. One would think that the higher up the command chain the casualties are taken the more troops that would be affected. But then again maybe good leadership in the lower levels would temper the effect on the troops under their control. Wait and see I guess.
  13. How about Winnie-the-Pooh too?? Sounds like the first few minutes might make the force sizes fit the map a little better. Usually the only time one gets to watch things get blown up big time is against the AI, the players moral usually take a big hit along with the troops, thus all the attempts to make things "balanced and fair". There is a big possibility that you guys are going to put "fun" back into the "game" side of things. Looking forward to this DAR.
  14. Hister The men in the bunker can be dead, usually by the first minute. The bunker itself will not show as knocked out yet. What little testing I've done shows the 75mm knocks out the bunkers faster than the 95mm. The reason being they use AP rounds to do this. The 75mm has more AP rounds and will shoot them, where as the 95mm has very few Heat rounds and will shoot HE more often than not, thus taking longer to KO the bunker on average. The HE rounds will kill the men inside the bunker, but not the bunker itself usually.
  15. Just starting the first mission. Used target light from the 75 HE shooter for 3 minutes to see if they would suppress. Didn't so changed over to the target command. The occupants were dead in a few seconds and the bunker showed destroyed before the minute was up. So it seems that it just the row of the dice whether it will get destroyed or not. V2.01. So to prove anything some testing would have to be done.
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