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Super Six 4

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  1. I'd like the ability to face the units any way you want during setup-it'd be much easier when setting up an ambush, when you can place a concealed tank the correct way instead of setting waypoints to try to get it in the correct position. Also, I may be asking too much, but possibly better aim, at least for tanks? I had a Sherman maybe 10 meters away from a Panther's ass, it fired, and missed. Seriously?! I'm probably exaggerating, but it was close enough IMO. I agree about having other allied forces-British, Soviet, Canadian maybe. Not sure what their strengths and weaknesses would be though. Maybe the Russians could ride tanks, and have powerful tanks, but no AT infantry? About riding, that brings me to another point-perhaps if we could re-mount infantry on halftracks after dismounting? Because the battle can be dynamic, and if you can't redeploy infantry very fast, it may or may not mean victory.
  2. Yeah it's annoying when the AI gets a ton of tanks and halftracks, leaving you with a couple tanks, and maybe a couple bazookas. In one scenario, you have 2 Shermans and 2 M10 Wolverines, as well as 2 bazookas, an LMG, and 3-4 infantry squads. The Germans start along a road with hedges on both sides, but it empties into a field, with a forest on the right side (assuming you're playing as the Americans), and then a range of hedgegrows until there's a few buildings around the victory area. Well anyways, the Germans get maybe 5 Panthers and 4-5 halftracks. So I found that in this scenario, the best option is to put 2 tanks on each side of the road, in ambushing positions for when the Germans empty into the open area. If you're lucky (here you're right-I had a Sherman like 10 meters away from a Panther's ass and it missed), you can nail one or two panthers before they're able to turn and engage. Also if lucky, when the tank(s) turn to engage one set of tanks, it leaves it's back end open to the other two tanks, and your tanks will nail it. Again, if the gunners bring their eyes. The only problem is that usually the Halftracks go streaking by in the direction of the victory area, leaving a few infantry squads behind. Without getting your *remaining...I only lost 1 by this point when I won* tanks too close to the infantry, have them mop up the enemy and any straggling halftracks, and then have them book it to support your infantry, who are defending the victory area in the buildings. Hopefully you'll take out the Germans' supporting halftracks and then your tanks combined with your infantry's fire will secure the area. This is how I was able to win the scenario. I did lose an additional tank because I got it too close to a German squad, but Insallah, you'll only lose one or none.
  3. Yeah I have problems dragging the camera. It isn't very smooth, and is annoying, as I always like getting in close to the units in games like this (Total War for example). I'm no expert, but it seems like for the purposes of the game, a whole like 3 turns to finally start a decent artillery barrage is too long. I just started yesterday, but so far, my artillery has done absolutely nothing, and probably has only caused the Germans to die of laughter-the enemy rarely stays in the same place longer than a turn it seems. Tanks shooting all their MGs at other tanks...really?!
  4. I caught what he was saying LOL... I kind of want to play Civ again. On the topic, however, it seems to me like on the Crossroads scenario, it's maybe ridiculous that I get 3 tanks and 2 bazookas, while the enemy gets like 6 tanks and 4 halftracks. I mean I'm not in the least conditioned to the game, but I'm not sure how I'm supposed to hold THAT off. I managed to take out maybe a couple tanks and halftracks, but lost all my tanks (no they weren't just out in the open either) and bazookas, and the arty was useless against their moving targets. It's tough, but I guess I just gotta keep trying and keep my mind open about new tactics.
  5. I just started playing yesterday and relatively get my arse kicked every time. With bazookas, I suppose they're way more effective at ambushing. For example, in the Crossroads map (the one in the tutorial), if you put bazooka teams in buildings, anticipating the assault of German tanks, the tanks will probably spot the bazookas, outside of the AT range, and blast the building(s). But if you were to put them in the street, concealed by the hulk of buildings, and fire once the halftracks/tanks enter on the top left side of the town, you can probably take out a couple. As a side note, in that same scenario, if the enemy armor and vehicles bunch up at that entrance, you may have your outnumbered tanks gain a big advantage by having them move up the flanks of the town and hit the German vehicles and tanks from behind and sides. However, this is assuming that they don't leave some tanks far outside the town-cause then they'd spot your flanking tanks and take them out probably.
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