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Bone_Vulture

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Everything posted by Bone_Vulture

  1. That's what you get for removing the shock waves...
  2. 20 seconds to unlimber the gun's base support, haul the ammunition, seat the crew and form command contact? Talk about übermensch...
  3. Oh, and just to note, "cozog.com" or "www.cozog.com" leads to some weird "Central Ohio ZG Owners Group" site....
  4. Walls offer limited protection against targets at the same height. A squad located in a tall building on the opposite side of the wall will obviously shoot over it with ease. And no, you don't have to be "on" the wall, but behind it (to my knowledge). Wehrmacht has dedicated volksgrenadier SMG squads by the end of the war, and Jaeger platoons armed mainly with SMG's a bit earlier. The troop purchasing screen offers detailed data on the squad's armaments. What comes to the scenario that you're describing: unless you have some serious armor/artillery backup, flanking might be the only option. Routing troops out of buldings usually takes hefty crossfire.
  5. Uh, just what in the hell is the link? Ohjusmies, does your alias refer to the Finnish anti-aircraft section?
  6. Yea and why aernt there super-cOmmand00s that have teh sniper gun and plant C3 exspolive?!?!?!! LLLLLLMMMMMMMMAAAAAAAAAAAAOOOOO!!!!!!!111111
  7. Sturmoviks are freaking gargoyles: In a single match, it took out both my Pz IVH and an armored car, and the sprayed the remains with bullets. The whole time, my two 20mm flaks kept pounding away at it - no effect. :eek:
  8. Come to think of it, the bug is pretty logical: since the truck lacks any armor values, the AI cannot compute a kill (penetration) probability, since there's no armor to penetrate.
  9. Will the Soviet soldiers have teh Iron Curtain after the patch?????!!!!!? I cant build power plants LOLOOLOLOLOOLLOLLOLLWTF!!!!!!!!!
  10. The 20mm shell might've just torn through the the canvas of the truck...
  11. Did I understand correctly - Fusiliers were rifle troops? Isn't "Fusil" French?
  12. As Sailor Malan already quoted the manual, maybe I should give a brief commentary on how these commands should be utilized, IMHO. Advance Sort of like "move" under fire. Your troops will move slightly faster than with "move", pour fire against enemies in their general direction, and make use of ther current cover to their best ability. Should always be used, if you plan to shift your troops in cover or past short uncovered strips in the face of the enemy. Assault A concentrated effort to move in the given waypoint. As mentioned, it boosts morale, and the troops move at running pace, but it's VERY exhausting; at least three times more than simply running. Sort of like improved "advance" command, with the price of heavy fatigue, and slightly longer command delay. Also, linking an "assault" command after other waypoints of other commands of another type is not allowed. Human wave Sort of like crude "Assault". The good thing is that this command can be issued to troops of any experience, even rattled ones (by my last recollection). The bad thing is that the waypoint cannot be adjusted after the command is executed, so if an MG suddenly pops up at the opposite side of the field that you're currently waving through, you'll be left with grim choices: either attempt to mow through the MG, or call of the wave, risking severe casualties as your troops have to be re-commanded out of the field.
  13. Maybe the heavy guns could re-embark in CM:BB... But it would be a long process. I'd rather have the crew stick to the hauling vehicle more zealously, unless it takes serious damage. There's absolute no sense in "jumping ship" out of a halftrack/truck under fire in the middle of an open field, as this behavior will certainly be a death sentence to any heavy gun.
  14. Don't know about the levels, but I use birds-eye view (directly from above, closest) to plot exact waypoint routes and check LOS's, angled view from the air to have a better view on distant threats, and hover on ground to have an accurate picture of the units' potential LOS... And of course admire the action! Nothing beats watching a light tank go KA-DUNK after catching a 88L71 AP round... From the receiver's angle.
  15. I meant a terrain where there's a lot of thinly spread buildings, patches of forest, and lots of hills: place where LOS is usually highly fragmented... An opponent might maneuver a fast tank to my rear/flank within a single turn. If the cover armor-arc could span the whole 360 degrees, then this wouldn't be a problem. But I'd just like a simple on/off "tank hunter" command for AFV's, so that the vehicle would disregard all infantry unless they are posing a direct threat to it.
  16. @Engel: In that case, the Viipuri scenario is a tough one to crack. Perhaps you could try moving the infantry platoons squad at a time from cover to cover, making use of the assault command to keep their progress at the best speed.
  17. Engel, try moving your platoon in parts. Never expose the whole force simultaneously to the enemy. If you spot enemy MG's at hazardous distances, don't try to suppress them with infantry, but haul in your own MG, or call artillery/armor support. This is a single tactic.
  18. I wuv my 150mm inf gun! Boy, it creates quite a catastrophic explosion when one of those catches a KV-1 with a HC round. :cool:
  19. Ok, the combination of hunt and cover armor arc might work... I just don't like it that the cover arc cannot be made relative to the tank's facing. Can lead to pretty dirty situations in chaotic situations, especially when the arc can span only 180 degrees.
  20. Just to cut short to case in question: yes, the infantry is (realistically) more fragile now, but that also goes for your opponent. It took me awhile to ditch the use of CMBO-wise move and run commands when facing combat, and switch to advance/assault, and learn how to pin down the enemy infantry better.
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