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Urban Shocker

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Posts posted by Urban Shocker

  1. I am reading "The Crucible of War: El Alamein 1942" by Barrie Pitt. He describes in the book about how German and British units would pass each other in the night well within firing distance and they did not fire at each other. These were tanks and infantry so they were plenty capable of inflicting casualties. They didn't fire because of (a) it was not their assigned mission, (B) too battle weary, and © not every soldier wants to be a hero some actually want to live and see their friends and family!

  2. In both Squad Leader (the board game) and East Front II, the Soviets are considered the worst in maintaining communication (e.g. calling in arty in Squad Leader; the command radius in East Front II). I assume that these are based on real characteristics of the Soviet army (at least, early in the war they were poor). I've also read that Soviets units would become practically immobilized if they did not have the proper commander given them their orders. I believe the rationale for this was the potential punishment for doing anything without the proper orders. Anybody else read this?

    [This message has been edited by Urban Shocker (edited 02-13-2001).]

  3. I did the same thing Jeff did. In the tutorial, I was swinging one of my Shermans around on the right in order to surprise the AI opponent and get some flank shots on his tanks and to support my infantry. I got to the edge of some scattered woods and then using the hot keys I plotted my sneak attack. Well to my surprise the Sherman pivoted and started the infamous ass attack against the German armor. "Fortunately" the tank became bogged down and immobilized before it crested the hill so it was never fired upon nor did it fire at anything.

  4. I have wrestled with this question myself. I am anti-war because I think they are mainly started by people who get there ego's hurt or by people who foolishly create situations they then lose control of like Noriega and Hussein.

    Anyway, CM is good because...

    (1) it's fun!

    (2) it's cheap, on a per hour basis

    (3) it allows one to hone their critical thinking skills (skill in short supply, see above)

    (4) it's not real

    CM could be bad because...

    (1) it could cause people to forget or miss things/events/happenings that are more important in the long run.

    (2) it could lead people to think that war is intellectually or otherwise fun!

    (3) it contributes to global warmimg unless you're running on solar power.

  5. (1) Does anybody have data on crew hesitation or decisiveness? Has anbody ever talked to tankers to find out how much time it took them to select between two somewhat equal targets? Is there any data on the subject?

    (2) I find it hard to believe that the computer would consider two targets totally equal in threat unless the programmer put some "fuzzy math" logic in the code. A computer (TacAI) should be able to compute to the 54th significant digit the relative danger more accuartely than a person could.

    (3) If all of these hypothetical scenarios people are proposing to explain the lack of firing (e.g., breech door not closing) are the reason then some message should be given so we know this is going on, otherwise it appears buggy or inexplicable!

  6. I don't think it is a stupid question just one related to tactics. I think I read in a summary of lessons german tankers learned from the Eastern Front (written by Germans) that there are 2 tank speeds: fast and stopped to fire. You might find this site at the Meta-campaign link at this site.

  7. I am a little confused on why the AI cannot determine the most dangerous target. Knowing that computers can calculate out to millionth decimal point, how could it be possible that there seems to be a tie, i.e., two objects appearing equally dangerous and causing tanks to do the "hokey pokey." Is this built in "fuzzy math" (please excuse the expression) to simulate human judgement? Thanks in advance for any comments.

  8. Does the tactical AI tend to overestimate, underestimate, or on average, get it just about right when making its guess on a first sighting of a vehicle? For example, I was playing the Germans and my Puma spotted a vehicle which for the 3-4 minutes of contact was labeled "M-5?" but at the end of the game I found out that it was a M-20 (I think...basically it had a machinegun rather than something potentially more damaging to my Puma) so I was more tentative in my "stalking" of the vehicle.

    This was only my 4th game since I received the software so I was wondering what more "battle-hardened" vets have observed regarding tacAI vehicle identification.

  9. After reading a book on the Pacific Theater in WWII and a book specifically dealing with the entire Burma campaign, I have a couple of questions:

    (1) How did you model Japanese fighting behavior since they tended to fight to the death?

    (2) Later in the Burma campaign the Japanese tended to be low on ammo and arty, did you model this in the scenario?

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