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Mejsel

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About Mejsel

  • Birthday 09/17/1980

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  1. I couldnt imagine using non-issue munitions in the ways suggested in this thread. No offence but it does not add. My practical experience firing mortars is not extensive but it is worth two cents... The difference caused by 1-1.62mm bore diameter makes for a large portion of randomness. At normal bussiness-range for medium mortars one can expect to approach and exceed the impact pattern of Target Wide in game terms. Thus making it dangerous for friendlies as well. This is not comparable with the normal wear of a barrel firing issued munitions were the "decline" is more graceful. As such it can be accounted for and compensated against. As for the use of captured shells of any kind... well its war. Explosives always come in handy.
  2. Ah, look! Two cents. Now what to use them on? Flags. Appropriate number of flags, representing tactically sound locations in the map. One large flag per rifle squad is somewhat unbalanced... and it gets absurd when you approach company level. Defeating opposing forces yet losing battle because opponent have LMGs huging flagpoles far off on some insignificant wheatfield. Annoying. Great thread though. Cheers to John_d.
  3. At a third of the cost for AT-mines there are Daisy-Chain AT mines. I guess these are makeshift stuff and/or hasily deployed. Anyone care to fill in some detalis? I have not been able to find any good descriptions on internet..
  4. Ah, well It´s a matter of personal preference I guess. No harm in that. Since I rarely venture above 1000pts the pure-breed smg units generally end up concentrated on other tasks. Enough of that though. Anyone know if TH can use RPGs on anything but vehicles? I could run a test but asking on the forum is more fun (and I´m in the middle of some very interesting trials on the russian ´eavy arty. Wonderful stuff!).
  5. True, not to buy only for their firepower but to make use of those without RPGs. Dont you agree that they are better of with their firepower than by beeing mowed down trying to toss molotovs? I would agree that smg-platoons are even cheaper per-firepower. However they are used best in larger scale, platoonwise or so. And smg squads hurt to sacrifice. Really.
  6. I would say the primary use for those (two out of six) TH-teams without RPGs are basically the same as a short range LMG. Their firepower is comparable with a full german infantry squad at about half the cost. I place them in places where terrain and/or manpower does not justify the deployment full platoons. In any case they make good point-economy. Keywords... Deadly and Disposable. [ December 16, 2005, 07:03 AM: Message edited by: Mejsel ]
  7. First thing that comes to my mind is that something named "radio" is the Borg Spotter no one can complain about. Hidden away (bonus if hidden from start?) on a remote part of the map. An exta pair of eyes for your big ass FO whom just might have a TRP or two in that very vicinity. If nothing comes around, well, I'd just have to agree with JasonC above here.
  8. Excellent page! Thank you. There are discussions of more detailed vehicle-damage for the upcoming CMx2. Lets hope they visit it as well... Ah, by the way: I did a test between the PTRD and PTRS. The S(emiautomatic?)-model fires 50% faster the D model. A veteran PTRS fired 9 rounds per minute whilst a veteran PTRD fired 6 rounds in the same time. The same ratio of output persisted over several turns. Thus a PTRS is capable of 5 1/2 minustes of continuous fire whilst a PTRD may fire for about 12 1/2 minutes. Test did not contain other experience levels. Test also showed that TRPs work for ATR as well. Significant improvement. [ December 07, 2005, 03:44 AM: Message edited by: Mejsel ]
  9. I have noticed that the litte terrain-and-activity picture on the bottom of the screen reads "human wave" even as the men have moved into the run-segment of the wave-order. This would support MeatEtr´s suggestion that the morale boost comes there. An experiment could consist of firing on various groups of waveing troops to see weather they pin down easier in the wave-segment or the run-segment. [ December 06, 2005, 04:38 PM: Message edited by: Mejsel ]
  10. Aim for the cupolas? What kind of accuracy were they capable of anyways? From the posts above here it would seem ATR´s to be comparable to snipers or at least in the same uh... rifle-size -> target-size ratio. If so, one could argue that experienced ATR-crews should have higher chance of producing gun-hits/damage, at least on shorter distances. Then again, ATRs are most priceworthy the way they are.
  11. Depends on how much stuff you have that benefits from them. More than one expensive FOs are generally worth 5-8 TRPs, especially if you have the option of placing some in channeling terrain within LOS of AT-units. A somewhat unlikely scenario perhaps but still. Anyways it keeps your FOs safe as TRPs don´t require LOS. Nonetheless; 250pts worth of heavy arty one minute away is generally better than 300pts five minutes off. And remember: keep one TRP on the big flag. In case of you beeing overrun that is. "Fire on our position" may not be historically correct but it helps retaking the flag. [ December 04, 2005, 01:34 PM: Message edited by: Mejsel ]
  12. So is there any news how the breakthrough-issue will be handled in CMC? It seems reasonable to belive that attacking units will make contact with defending arty-units of higher caliber than previously represented OB (especially russian stuff). To me it seems as though howizers in ranges 12 and 15cm should be made avalible in OB-mode. Perhaps to be purhased only battery-wise (for appropriate fielding and historical accuracy.) in the same manner as tank-platoons can be? As for the matter of the heavier caliber stuff, well, there are some practical/tactical issues that may be hard to modulate in the game.
  13. One might ask if the PTRD´s were captured in such abundance as to validate a "Captured AT rifle"-option in the purchase screen...
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