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delliejonut

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delliejonut last won the day on April 17 2015

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  1. Sweet. Thanks for making the playlist. Having nearly wrapped up my current mechanized assault I noticed several errors I made. First and foremost was knowing when to unbutton and/or dismount! It almost like a man-sized target several feet in the air is an easy target to hit :P. Once your first or second gunner gets killed, your halftrack driver panics and sends everyone riding along into a nervous state for the rest of the battle, which usually spreads to the rest of the platoon. This sucks. When not transporting, it worked better to keep them buttoned until maneuvered into a good firing position, with a target selected or in view. So I learned a few things. As I was attacking over flat ground, I realize I should should have used my halftracks as transports first and have the tanks provide supporting fire until they reached their disembark point, then break off scout teams as needed to man the halftrack mgs and use them for suppression. Then again, AT guns are pretty scary. So I could be missing something completely, I still don't feel super confident about using mechanized forces. Looking forward to your video.
  2. @Bil Hardenberger , second these sentiments. Reading your blog is a major (read: HUGE) part of the reason why I was able to become ladder champion over at FGM the year before. My playstyle was haphazard at best, then I read your strategies and methodology. I applied them to Paper Tiger's scenarios and learned a lot of lessons about real life tactics and their in game application. I have a much deeper appreciation for every PBEM now, win or lose. Thanks for your hard work!
  3. @Bil Hardenberger , second these sentiments. Reading your blog is a major (read: HUGE) part of the reason why I was able to become ladder champion over at FGM the year before. My playstyle was haphazard at best, then I read your strategies and methodology. I applied them to Paper Tiger's scenarios and learned a lot of lessons about real life tactics and their in game application. I have a much deeper appreciation for every PBEM now, win or lose. Thanks for your hard work!
  4. I don't have a problem with the tiring effect, but to me it only makes sense if they're crawling through woods or brush (which in reality is extremely taxing and frustrating, coming from someone who has gone hunting on occasion in Alabama) or if they're crawling pretty quickly. With all their gear I'm sure a quick crawl would be that tiring, and distances are always further on the ground than they seem from the camera. At the moment though, it's more of a slow sneaky crawl, and that's easy to keep up for a more extended period than seen in game.
  5. Just out of curiosity, has there ever been talk of increasing the crawl speed for infantry? It seems like when they are in open flat terrain they could hustle a little faster. Not a huge increase, just 15 or 20 percent. I think the current speed is completely appropriate when there is brush or other low encumbrances.
  6. I've never heard of them! I'll go ahead and check it out now. I've never seen SLIM's tactics videos, I'll look now. I can safely say though I would be really stoked if Bil continued updating the battledrill blogspot. It has been the single most useful resource on tactics I've found. I referenced it a lot during a DAR vs meatgrinder, and it's one of the few games I won against him (who himself beat Bil in a DAR on this forum).
  7. I've read through all of those topics several times. It seems like he hasn't updated it in quite some time though. Is there anything new to check out? Bil is quite the intelligent analyst and tactician.
  8. Just skimmed through the first few pages and it looks like exactly what I needed. Thank you!
  9. I've never been very good at assaulting with mounted troops in game, especially with the Americans. Anybody got any links to share?
  10. Was wondering if there is some way to look up the specifics on infantry formations without having to load each one into the scenario editor and make notes.
  11. Stop sburke, you're too titillating with your tactical talk we should play a PBEM in a city so I can be on the receiving end of your strategy, if you're so inclined to multiplayer.
  12. I'm not talking about tac ai. I'm talking about a two waypoint move command like this- http://i.imgur.com/nacqKBs.png Instead of the whole chain of commands being cancelled when fired upon, only the hunt command is cancelled, meaning they book it back to the fast waypoint. The pause is there to keep them from moving if they arrive unmolested. This could be done with a slow command as well as fast, or anything in between. I guess it would be called something besides hunt though. The main reason I thought of this is because I was trying to sneak around buildings before enemy contact. If you drop to the street and stop without cover, you're dead. At least this way my boys could run back behind the building if they get shot at.
  13. Well the idea is that you can decide whether or not to include a withdrawal//alternate when under fire. You are right about different levels of fire though, there's no way to distinguish between potshots and heavy mg fire.
  14. I was just maneuvering my pixeltruppen around with hunt commands, and it occurred to me it would be a neat idea to be able to set a fallback position in case they take fire. In example, I set a hunt waypoint forward and a fast/slow waypoint back to safety, and if they take fire they book it back to the safe waypoint instead of stopping altogether. Maybe this could be acheived by cancelling just the hunt command instead of the whole chain? Who knows I'm sure it's one of those things that's already been discussed but it just occurred to me. EDIT: To make sure they don't immediately run back after reaching their waypoint unmolested you could just put a pause on the hunt command.
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