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Sven

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Posts posted by Sven

  1. My

    20 minutes ago, Bulletpoint said:

    That's because it doesn't work that way. Getting a contact icon gives you a bonus to spotting the enemy, not hitting him.

    I understood the reply this way. Is it wrong?

    1. Leaving the AT-Gun in hiding makes it harder to spot...
    2 ...but if the gun is in contact with its HQ, the HQ can spot the target and reveal it for the gun as well?
    3. Hit chances are unchanged.

  2. 1 hour ago, chuckdyke said:

    Firepower is Observation and Communication and the Fire Position. The HQ gets the intel and if you set it up properly the ATG's wil get the contact icon. Your first hit probability will increase. Make sure they are in contact with their HQ. They are not rules, but micromanaging the game is the key to success. Example a Sherman spots a Tiger the strength of a Sherman Tank is the Radio and its Optics. The strength of the US in WW2 was communications. Your C2 will enable that the ATGs and their HQ will get the Contact Icon of the Sherman. You will enable Armor Cover Arcs at the right time and the right spot. The Sherman no longer fights alone vs a better armed and armored AFV. Contact icons increases the odds of a hit vs a miss. Your observation, radio and fire positions should be near each other but not in the same position. The Soviets were the worse equipped with radios compared with the western allies and Germany. The US was at the time state of the art. 

    Thank you. I never realised that the game works that way, despite playing it for so long. Guns in hiding it is then, with their HQ nearby in a good position.

  3. 51 minutes ago, chuckdyke said:

    In the beginning of a game an AT gun is supposed to be camouflaged. It is recommended to position an ATG in a foxhole. If you go into hiding in a foxhole the crew is deemed to cover in the bottom of the foxhole. When you put a unit into hiding on the left corner you see clearly what the hiding unit is doing. Make sure their HQ is in a tactically correct position. 

    It seems I've never read the rules enough. :)

    You mean if the HQ can spot, so can the gun?

  4. 6 hours ago, Erwin said:

    Well, you need to set an onmap gun in a location that won't get it killed by enemy fire - at least 350 meters from enemy inf, preferably much further.  And also even better if it is keyholed so it can shoot at one particular target without getting shot at from many enemy positions.  I like to set up units on HIDE as they are less likely to get spotted and can UNHIDE immediately as needed.  

    The arc will determine whether it fires as soon as it sees an enemy, or if you want it to hold fire.

    To clarify I'm referring to AT Guns. I'd like to put them in HIDING, but don't they spot much worse then?

  5. Hello!

    I'm playing a scenario (PBEM (which is all I ever play), not that it matters, I think)) in Red Thunder and I see my enemy advancing across a swamp/field in plain view.  I try ordering my Forward observer to open fire (with small arms, since all arty is out), but they won't and haven't for several turns.

    The same thing with my on-map-mortar. It still has 4 rounds left, but everything is "out of range" all of a sudden and they, too, won't open fire with small arms towards that same enemy unit in plain view. The mortar isn't knocked out, but has lost 1 man and has one lightly wounded. That, however, didn't stop it from firing rounds earlier in the game.

    What am I doing wrong?

  6. In my latest game I moved an infantryman close to a German concrete bunker, hoping that he would throw a satchel charge at the bunker. To my surprise he instead threw a handgrenade from the side, which landed on the roof and exploded.  Nothing seemed to happen and nobody inside the bunker got hurt or died.  However, 10 seconds later the crew came out and the bunker was "knocked out".

    Isn't that a little odd?

  7. 3 minutes ago, 37mm said:

    To be fair, looking at the pictures, there was probably also screwy timing going on... the suspected tank clearly had been in a ditch but must have risen out of it, perhaps just a few seconds before it then got hit (accidentally).

     

    I definately don't see any issue here (quite the reverse, this is a great example of 'the fog of war' being simulated by CM) but I will say the suspected location icons are perhaps a little subtle to understand sometimes.

    Could be.

    Anyway, thanks everyone for input. Maybe it wasn't as invisible as it first appeared. :) 

  8. 9 hours ago, Bufo said:

    I really don't get why is this so hard to understand. Maybe a sketch for visualization would help 🙄

    I get it from a game point of view, but not from a realism point of view.  

    What I don't get is whether you agree with me or not? You seemed to agree, but now you disagree?

    But... never mind. It's just one of a very long list of LOS issues in the game. (To me, anyway).

    Still a great game, though.

  9. 8 minutes ago, Bulletpoint said:

    I agree with you. Just trying to help mentioning a couple of the things that can cause this to happen.

    Another thing is that the unseen tank seems to be in a ditch - possibly giving it a higher chance to remain unseen.

    You're right. It'll be interesting to see the map in the end, as soon as I've lost this one (too) to my slightly better friend.... :(

  10. 3 minutes ago, Bulletpoint said:

    There's an element of chance to spotting. It's perfectly possible to have LOS to two tanks and only spot one of them. Then later lose sight of that one and spot the other, etc.

    Also, it can be because there is foliage blocking the LOS to the second tank. It's not really clear from your video, because we only see the receiving end.

    I find it highly unlikely that a gunner can't see - not even after destroying it, while still seeing the tank behind - a tank that was in a straight line in front of the main gun.

    (I do understand, however, that the calculations in the game probably is to blame. It just felt so very unrealistic.)

    Or maybe the wind caught the AP-shell and blew it a little to the side, curving the shot. ;)

  11. 2 minutes ago, George MC said:

    The clip does not show any tree foliage hence why I asked. Previous issues with spotting often occur as player has toggled off the trees. But it s pretty poor video quality so not really sure what is going on TBH.

    Trees off or on doesn't affect gameplay so what difference does it make? 

    Anyway. You can see the direction from where the shot came on the picture below. I understand that the front of the tank might be blocked by a tree, but the gunner should still be able to see the invisible tank.

    https://photos.app.goo.gl/rvCeb1R9H9AKtkVR6

  12. I just had a Panther take out an invisible tank. It fired on a T-34 it had eyes on, but the round struck another tank beside the first one. How is it possible for the gunner to NOT see that tank?

    It then reloaded and took out the first one, but the "invisible" tank still isn't seen. Just the smoke coming out of it.

    It turned out to be a very good minute for me, but it's annoying anyway.

    It's been mentioned in so many threads, but LOS is screwed up.

  13. 29 minutes ago, arpella72 said:

    One of the tank's flaws in the game is they cannot crush people or AT guns under they tracks.That makes them a bit vulnerable against infantry in close quarters.I think that should be changed.Overunnig AT guns was a usual practice among tank crews.

    Agreed. Another is that you can't push other vehicles if they're blocking the way.

  14. On 5/6/2020 at 2:17 PM, Chibot Mk IX said:

    I took some video from my recent game, hopefully this will be helpful

    part 1&2,  inf units staged an ambush from both side. This is a prefect place for an genade assault situation. Constraint terrain, bottleneck, and there is an expensive roadblock, a destroyed Pz IV in front of enemy's route. So when first tank get in, the speed was reduced to crawling.  Note that I was concerning the enemy is going to area fire the entrance, so I placed my inf 2 action points (16m) away. They throw 2-3 genade, all missed but one of it disabled the tank

    https://youtu.be/7yXRQT3_UVE

    https://youtu.be/lYCw1GuQLPQ

     

    Part 3, I moved my inf closer, 1 ap away. This time their genade assault became much more frecious, one tank destoryed , another one disabled

     

    part 4, another genade assault but this one is a failure, because enemy tank running through my infantry line at high speed. My inf throw 3 genades but all missed

    https://youtu.be/ai9JVsYg9_4

    Wow. Third one was action filled. :)

    Is that how it looks on a Mac, btw?

     

     

     

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