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Hensworth

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Posts posted by Hensworth

  1. The question is not whether a rifle round could penetrate an armor plate, but whether it is realistic for 3 guys with a carbine and 2 Garands to pick off 7 (?) Germans on and around the vehicle before they decided to get the hell out of there.

    It isn't.

    If the crew had bailed, it would probably have cost a lot more ammo to kill them while they were hugging the dirt. Other than that, the result is the same : AA vehicle out of action, crew all dead.

  2. Originally posted by Michael Dorosh:

    and that the 81mm FO is not restricted to pre-registered targets.

    Can be done with 81s.

    Put them onboard in locked positions somewhere in the rear.

    They can fire at TRPs out of LOS if they haven't moved. It may also be required that they are in command radius, not sure about that.

    Of course the dispersion is poor, but you can remedy that by providing lots of TRPs.

  3. We interrupt this grogg contest for the following :

    As one for whom CM is the source of all knowledge, I like to pick examples that combine performance with availability for 'all time favorite' threads.

    The AT shell in CM I'm most impressed with is the one fired by the 75mm German Pak40. It can drill the front of all but the most invincible Allied tanks from early 1942 right through to the end of the war.

    And now, back to the groggs.

  4. Originally posted by Sivodsi:

    Er, Sgt Kelly, have you actually played this scenario?

    Yes. My opponent gave up after something like 10 turns. Every Soviet tank in sight was dead.

    Maybe I got extremely lucky, but I did what I describe above.

    I was actually surprised to see more Nashorns arriving as reinforcements because I thought the game was already unwinnable for the Soviets with the 3 you start with.

  5. Originally posted by Günzel for Kanzler:

    Some threads I searched claimed that split squads are harder to spot than full squads. So HQs should be harder to spot than squads, I guess.

    Thanks for your answers, gained some tweaks.

    That is correct.

    I remember a time when I needed a company to cross a vast open expanse of snow covered by MG bunkers. Having nothing that could take out the bunkers (I could not even spot them, but I knew they were there from the briefing) and no smoke, I was seriously stuck.

    The first platoon I sent out came back routed as you would expect.

    Then I tried splitting all the squads and walking them out one by one and it worked. By walking in small groups spaced about 50m apart, the whole company crossed an icy snowfield unseen !

    Since then it's a trick I use regularly and it has greatly increased my ability to sneak up on a defender unnoticed.

  6. I agree with the fact that hitting a fast moving target is too easy, based on 2 experiences.

    There is a scenario (don't remember what it's called, it may have been on the CD) where 4 Nashorns guard a ridge against an oncoming wave of Soviet armor.

    The Nashorns had no trouble decimating the Soviet tanks well before they got to within 1000m.

    The second time was when I needed to do a test to see how many vanilla T-34s it took to kill a Tiger by rushing it.

    I came out at 9 when the Tiger was regular. The T-34s started 800m from the Tiger, in cover. When the Tiger was better than regular, 9 was not even enough. The accuracy seemed to be unaffected, but the regular crew would reload that much slower allowing the T-34s to get close enough.

    The game models the difficulty of shooting on the move, but not the difficulty of hitting a fast moving target. A rotten state of affairs if you like to play Soviets.

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