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Sabrewolf

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Everything posted by Sabrewolf

  1. Do not use shoot and scoot with non-turreted tank especially when they are 90 degrees facing the target. Should be fine is you are using it to pop onto the top of the hill and then pull back.
  2. I find that tank shell does the exact same thing when targeted directly on enemy unit or used as area fire. I think that when you targeted an enemy with small arms you will see the tracer perfectly hitting the target. This should abstractly implied a concentrated fire while an area fire targeted on the ground below the enemy unit even though the tracer will hit the same spot it abstractly implied by the engine as firing over a wide area with less damage. No such thing with tank shell though as the shell is modeled really accurately and you can see where it land. So it should not matter then whether you direct fire or area fire a target because when a shell hit an enemy target it is actually hitting the ground they are standing on. Although using area fire will make them keep firing until the end of the turn. Can anyone verify if direct targeting an enemy will result in a higher damage when the shell hit the target?
  3. I found that you should not use a cover armor fire over a known gun position when it is hiding. You should straight away area fire that foxhole cause gun seldom move from their initial position and you really want to get the initial fire over gun because they can take some punishment while most tank only take 1 hit to get knocked out or scared the crew to bail out. If you use a cover armor your tank won't fire until the gun fire at you which often will be too late.
  4. I have that episodes with gun disappearing and having to target the foxhole. In my case I find it really useful if they dont target the gun when it reappears cause when the gun is pinned it's gonna 'disappear' again and then you will stop firing. Instead just area fire the exact foxhole with at least a tank and you'll be sure the gun will always be knocked out after a few direct hit to the foxhole itself due to the blast.
  5. I'm disappointed with steppe terrain as well it is supposed to provide excellent concealment but hardly ever do so.
  6. perhaps they should also made the ground catch fire when they explode so we can send brave FT team into the midst of the enemy
  7. that scenario is fun due to the flak 88, it will demonstrate how slow the other guns are compared to flak 88 Btw I was expecting TRPs to have a wider area to get a boresight bonus, turns out it is a pretty small area, probably about 1 tank length outside the cirular target.
  8. Have heard good stuff abouth this guns but didnt know what it is actually till I see it in game. This thing swivel really fast and just take target after target. Is this gun actually meant for AA cause of the flak thing in the name cause its working really great for ground target?
  9. don't forget a grid overlay version
  10. all I wanted is for AA gun to at least disrupt the plane so they are not so accurate at shooting ground target. If im not mistaken a plane should be on a fix path to accurately do a strafing or a bombing run. I hope seeing multiple incoming tracer fire would make the pilot a bit uneasy.
  11. I was thinking that maybe just hide the tank and use them as long range gunner while the infantry advance to the flag cause as soon as tank got in the open it will be wasted. Oh and dont bunch them together, the Jabo usually take 1 tank per turn and if you are lucky the death clock will be on your side (I had a jabo strafing a knocked out tank for 5 turns)
  12. I usually uses shoot and scoot on a known enemy position, very useful when attacking a convoy of tanks looking at the wrong direction cause they will never figure out what hit them. As for waiting for something to come to view > shoot then reverse out of view I don't find it useful at all cause you have the initial advantage of better targeting since you are shooting while standing still. If the enemy tank is much more powerful usually the AI will pull back your tank automatically anyway.
  13. um try not to use fast with short cover acr, you'll give away your position, exhausted your men, get cut down by MG and unable to return fire due to short cover arc
  14. I would imagine the shockwave of that kind of blast should be catastrophic for the human body
  15. played a scenario with a factorey building, the enemy unit were well deep on the other side of the factory wall and still my troop is able to spot and therefore fire on him
  16. I miss seeing the tank shells bouncing off the armor clearly, maybe if I see it frame by frame I will see it
  17. Yup they should make the camera higher so we can see the target more, I had many instances where I cannot see my target when im in hull down position
  18. Usually if a shell penetrate the tank crew is gonna pause a bit if it is not knocked out already.
  19. hehehe im picturing in my mind the spotters tripping over themselves when their wire got stuck while running through the woods
  20. I just played the same scenarios as well, there seems to be no targeting line from the M17 to the plane as if they don't hear them coming and they only fire when the plane is almost directly above them. Since the plane is moving across the screen really fast the AA gun will only managed to get off a couple of shot. It is the other way round for the plane since the plane have a direct target line to the tanks way way ahead, they will start strafing when their shadow is about halfway the map distance from the tanks and then drop the bombs about 1/4 way. I hope BFC can explain the target acquisitioning for AA gun clearly, I can see the planes coming in but the AA gun just ignore them until its too late.
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