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tabpub

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Everything posted by tabpub

  1. Even more blatently obvious, is the truck stopped? Our pixel soldiers have trouble getting on/off moving vehicles; no matter how slow they are going.
  2. Hey, Tweet: Get the German one for High Road. Flammenwerfer was going to finish with me, but I guess something came up and he has "dropped" from sight. I will do the honor of finishing as your Koltov opponent, if you would accept.
  3. Personally, I believe it is a combination of not only the quality of the unit, but also the speed of movement. The slower that you are going, the more "opportunity" that you have to spot the field. Try taking infanty and sneaking them up to a field, or a vehicle on move, rather than fast or hunt. Unbuttoned would also be an obvious requirement, as I would be surprised if a buttoned tank could see anything like a minefield.
  4. Personally, I try to sight them where I would only expect to encounter infantry alone. The best example is covering a large woods that the opfor might use as a covered route. Since the tanks/vehicles can't accompany the infantry, you should be safer. Another choice is to put them reverse of a terrain feature that will shield them and have them interlocked covering open ground between the features. This deployment requires infantry to be on/in the feature though, in order to protect the blind side of the bunker. And the final option is to have some sort of AT weapon covering the area(s) that enemy AFV's could use to bring your bunker under fire. Using the above example; a bunker behind a woods covering the open ground area next to the woods. Have an ATG set with a CA to that area, so that when an AFV enters that area to engage the bunker, it can be brought under fire from the concealed gun. Ideally, have the ATG at approximately a 90deg angle to the anticipated postition of the AFV, so that when it rotates either it chassis or turret to engage the bunker, that it will then expose its flank to the AT asset.
  5. Tank deployment/losses tend to surprise surprise take place during major operations and axis of advances. [/QB]</font>
  6. Just finished that one vs a friend and got a draw as Germans. I think you have more than "a bit" of artillery there, especially with the OB stuff. Have fun. If you are playing AI, then you could do well.
  7. MorTaR. (for the curious, editted becuz I kin't spill) [ August 11, 2003, 01:54 AM: Message edited by: tabpub ]
  8. The curious part of me asks this of Rex B.: While the subject AFV was being watched, did you see a turret turning on it to take shots? Or did you see the entire chassis turning before a shot was taken by it? I am not being critical here and don't get me wrong; I don't know if the mis ID'd vehicle would act that way or not.
  9. Broken: As the Russian, did you concede the island flags then, as I did? That seemed the only viable conclusion that I could come to. Fighting across fords seems virtually impossible. As the Germans I used the demos to get the bridges, but as the Russians, I used AF from the 76's to get them. It was interesting when a Kubel and the 37HT tried to cross at that time!
  10. I give it a 6.5-7.0 rating. Interesting, but after the intial melees are over, not much to do but watch the fords and destroyed bridges.
  11. Don't look at me. My bladder might be busting but i have common sense enough to give the idiot tree a miss. btw what is a tabpub? does is provide free alcohol?Mace </font>
  12. Michael Dorosh Member Member # 4604 posted February 12, 2003 12:59 AM -------------------------------------------------------------------------------- That's how Steel Panthers did it, no? IP: Logged Kanonier Reichmann Member Member # 2155 posted February 12, 2003 01:25 AM -------------------------------------------------------------------------------- And East Front, West Front by Talonsoft as well, from memory. Or was that only in relation to how far the unit could move in any one turn? Personally, I think such a "greying out" or highlighting would be a very elegant, simple solution. Regards Jim R. ah, but aren't the referenced games all hex based? It is fairly easy to determine LOS when you are basing everything on a hex system; the numbers of LOS checks are finite, there are only say 500 hexes to check for LOS for each individual unit/hex. Here in the CM world, the LOS checks would be virtually infinite. Now, when checks are done, it is based on unit to unit, which is also a finite number; can A see B? no, but wait, B moves forward and now A can see. The process would be greatly slowed for this type of "constant" LOS determination. Look at the "To the Volga". I am sure that in addition to the craters/damage on the map slowing things, that the vast number of LOS checks come into play to slow that beast down. I would imagine that the same would occur with a "constant" LOS check going on for all units.
  13. Not in BB. In BO you can. But in BB, you put your HQ unit with a short Cover arc so that he doesn't shoot and expose himself that way.
  14. Yes, you were one of the 2 people that responded to it..I don't know if I should laugh, cry or just go drink some more..maybe all three at once!
  15. I hadn't remembered seeing anything definite on this subject, so after checking the infantry effect, I threw some ATG's into the mix to see what came out. Nothing earth shattering, but interesting. The guns were 3 regular pak 40's. Each was in the command range of an HQ; one with +2 combat, one with +1 and one with no bonus. All other bonuses had been removed so that no other factor could "interfere". At short range, the effect was slight. Range=200m approx. No bonus - 82% +1 " " - 86% +2 " " - 90% approximately a 5% increase per level of combat ability. At medium range, the effect increases. Range = 1000m approx. No bonus - 32% +1 " " - 35% +2 " " - 42% about a 10% increase from 0 to +1 and a 20% increase from +1 to +2. At extreme range, the effect is "hidden". No bonus - 6% +1 " " - 5% +2 " " - 9% We have the first "weird" result. A drop from the zero to the +1 level. Unknown as to the reason, yet by the end of the turn, all three targets had been Ko'd. Decided to run shots vs wrecks to measure the percentage after aquistion. This brought the numbers back into line. No bonus - 20% +1 " " - 24% +2 " " - 29% This gives a 20% increase per level of combat bonus. In this last test, those numbers appeared to be holding steady, indicating that this was the 'ceiling' to hit value for that range, no matter if hits were scored or not. Repeated firing was only done at the longest range, so no values were determined for repeat shots at either of the shorter ranges. So, what does this say... 1. repeat shots increase percentage significantly, but there is a 'ceiling'. 2. expect about a 15% hit increase from the BASE to hit chance per level of combat bonus; in other words, if the base to hit at a certain range was 10%, then a +2 combat leader should have a 13% to hit. What doesn't this say... 1. How fast does the aquisition climb to the 'ceiling'? The only way to determine would be to have the target be shot at only at the very end of a turn and then check the target to hit for the next turn and measure the increase from the known base value at that range. Very difficult to achieve in practice and would introduce the variable of movement in the target. 2. What is the effect on movement for both initial and subsequent shots? I don't feel like getting that involved. I am more of an Idea person, not an Action person....let someone else pick up this ball and run with it.. If this helps anyone, great. If it is something that was widely known, then the heck with it... This will probably go into the dumper with the 'radio FO maintaining the target and time while riding a vehicle' thread that I did months ago.... Cheers and have a good night.
  16. The combat bonus is there, but tough to find. Merely using the LOS tool or the (T)arget line is not, repeat NOT sufficient. The squad must already have something targetted. Then use the LOS line or the (T)arget line. You will then see the effect of the combat bonus listed on the screen. I don't know why it is setup that way, but there it is. [ July 07, 2003, 10:16 PM: Message edited by: tabpub ]
  17. As your opponent in the latter, I would worry....
  18. TKO for Vanir! And Xerxes: that is why you buy cheap Russian Infantry by the battalion. Increases the chance that you get a company or Batt CO that can find both his butt cheeks in the dark...other wise, it's like herding cats out there...
  19. He's too drunk to come to the phone right now...
  20. SPOILER> . . . . . . . . . . Your're right. A human will park a 34 down in the gully by the ford. When you kill it there, it jams up the traffic going off the board something fierce. And a human won't normally let you kill enough to get the surrender either.... [ June 25, 2003, 12:45 AM: Message edited by: tabpub ]
  21. That's a def. Playing Hossupalyi in the ROW, I ran (by accident) a BA 64 literally meters in front of a Panther. The Panther never budged and upon asking my opponent, he said he had cover armor on; not plain cover. PS. The BA made it to cover...except you could "follow the yellow" pee road to where it cowered for most of the scenario!
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