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Bone_Vulture

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Everything posted by Bone_Vulture

  1. I'd guess this behaviour has something to do with a flawed AI: it somehow calculates the hit probability of each consecutive round fired, coupled with the probability that the hit will knock the target out. Since the Panther has better accuracy, a ROF equal to the IS-1 at least, and a more potent round, the IS-1 backs off. [EDIT] The odd part in this theory is that German tanks rarely behave in this manner. Perhaps it's due to nearly universally better performance of the German guns, and the fact that just about all Soviet tanks are vulnerable to the vanilla 75L/48 gun. [ March 27, 2004, 06:24 PM: Message edited by: Bone_Vulture ]
  2. The trivia that I've heard is that the Königstiger was effective defending, but was too cumbersome to lead assaults?
  3. If the turret front of the IS-2 can't stand a 75/L48 round at 100-300 meters, then it's definitely a weakness.
  4. Hmmm... Sportiest: Hetzer. So sleek. Scariest: IS-2. Due to the reasonable price tag, I get to see this one often. Even though it's easy pickings for nearly any German tank, that 122mm bark scares the crap outta me. :eek:
  5. In CM, the IS-2 tanks are regularly smashed by German vanilla 75L/48 guns. What MikeyD said about expensive übertanks: "never put all your eggs in the same basket". Personally, I'll rather buy a platoon of Stugs and lose all but one, than spend the same points on a Koenigstiger, and see it bog well beyond the victory flags, or lose it's gun to a cheap shot.
  6. This is getting more confusing by the minute. For all I know, grenades and grenade bundles are supposed to be planted on the target, not thrown.
  7. Jesus, no reason to sound so offended. If I need to lay waste on German armor, all I need are a handful of AT rifles and a pair of 76.2mm AT guns anyway.
  8. The Soviet troops would constantly drink the AT weapons.
  9. Even better, why would any squad bother carrying MC's, if they were as pitiful in real life
  10. It'd raise too much discussion on why the tanks can't illuminate their path in the night.
  11. Maybe once I've managed to destroy a roofless AFV with a molotov...
  12. Wayyy too many factors. It could be calculated, but I'm doubtful whether it'd be of any use. Here's some of the stuff that'd have to be taken under consideration: weather, temperature, ground conditions, global morale, unit experience and the its current level of weariness / morale. I'd say that you'll learn by experience.
  13. Ok, it's "totally rough", but I've never figured the logic behind that argument. How about AP shots? Small caliber tungsten ammo? Just forget about the purchase screen, and check out the penetration charts in Excel format. Somebody give this guy a link! :cool:
  14. You'll remember the numbers soon. Here's a good hint: memorize roughly the penetration figure a gun has at 100m versus zero degree armor with vanilla AP round. This'll give a rough picture of the gun's potency. Next, browse and take mental footnotes of the front turret / upper hull armor of the enemy's most common tanks. When you combine these two bits of information, you'll figure your chances soon. Also, try comparing front / side armor of the tanks. Some tanks have a sturdy layer of armor all around (like the early KV-1 tanks), others are impregnable from the front, but are tin foil (in comparison) on the sides. A good example is the German Elephant.
  15. Perhaps we can help you with that. As a cheap option, use the 50mm AT gun. It'll pop the T-34's. Once you've acquire either the 75/L46 AT gun, or tanks with the common 75/L48 gun, you'll demolish 99% of Soviet armor with ease. Remember that I'm talking about turret hits only, Soviet hull armor is usually more durable. So be prepared to snipe your enemy from a distance, behind maximum cover: it might take a couple of hits before your AP round lands in the turret.
  16. The rough formula doesn't get any better than the data you can receive from the in-game info box. Apart from the numbers there, the most important factor is the vehicle posture. Trying to fire a Soviet 85mm AP round from the same height will do squat to Panther front hull armor: firing downwards to a valley will pierce it easily, as the impact will occur in near-zero angle.
  17. That's why I'd like to know why he needs the info. Perhaps there's an aspect that's easier to approach.
  18. Again, so many random factors... You can see the speed of a vehicle from the info box, and all infantry are generally of the same speed. The speed rating for infantry is a good indicator as well. What for do you need this information? Perhaps we could give better answers.
  19. I think waving works best en masse, so you should send all of your infantry running simultaneously. It's still preferable to have plenty of support fire suppressing the defenders at the same time, though. You might want to use pause commands to synchronize the assaults, preferably to the start of the following turn. For best results, shell the defenders with everything you got on the final turn before the assault. The most important part is to avoid unnecessary cohesion: keep your assaulting squads wide, while maintaining command contact. Otherwise a single stray HE shell might pin down an entire platoon.
  20. There are so many random factors... Round type & quality, the enemy tank's posture (trying to fire at a tank peering down behind a cliff is nearly impossible due to extreme contact angle). I'd say a penetration is probable if your weapon chart shows a penetration figure of roughly 20% higher than the target armor face.
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