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Tankgunner

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Posts posted by Tankgunner

  1. Some thoughts after pursuit thread.

    Suppese a stronghold tactics. A company or a platoon of infantry dug in heavily on the hill.

    An attacking tank troop has a task to move deep forward (to destroy an artillery position or to encircle a larger unit). It will not engage at all, or will try to minimize losses and punch throuh defenders, leaving them behind. What 's the result? Strongpoint still exists, tanks are behind him (and theoretically even left the map). Much like as in CMBB operations.

    But here i may wish to stay with my defenders at all cost, letting tanks pass through and blocking the infantry column behind the.

    Here is the question. How the game will solve breakthrougs?

  2. Suppose an infantry Coy (no AT guns, molotovs only) catched by the enemy tank unit at the open. Trying to resist (something like a ME or Probe-type game) may result in complete destruction. The best tactical solution is definitely a withdraw on turn 1.

    But on the operational map panzer unit is surely "faster" than infantry, and withdrawn unit is supposed to be completely routed, splitted by small groups of soldiers without control.

    I wonder how to solve this. May be heavy losses and disorganization of "routed" unit, and some kind of "time of win" logic: a) Attacker completely captured the map in few turns (so he cathes retreated units) or spent 30minutes to get 500 meters of ground (he delayed, and defender managed to disengage).

    Surely not a complete destruction - I want to left a platoon as a screen and quickly move the main force back, to the nearby wood.

  3. Originally posted by sgtgoody (esq):

    Same here. Used it with great success in one of the Kasserine scenarios.

    You can overrun the gun by a MG fire. You can't do it by tank itself.

    Here is an example file (CMBB PBEM, no password)

    http://www.kubinka.ru/gun-test1.txt

    http://www.kubinka.ru/gun-test2.txt

    note that units are out of ammo, and Matilda is not using its coax MG

    And by the way, I'm rather young, but drove a live Pz38(t) ant dealt with other WW2 stuff...

  4. Originally posted by ParaBellum:

    Really? I always thought that once you drive a tank over a gun it gets abandoned by its crew. But then I prefer to plaster them with HE and MG fire anyway...

    Consider a) you just have no HE shell at all

    B) you're shooting too slow (poor ROF)or your optics is poor

    In both cases if you will engage in a gun duel, you are a grill. The only option si to get close and crash. So did lots of T-34 crewmen, and beleive me, they were right. I've dealt with a T-34/76, it's terribly hard to aim at something even from a slow moving vehicle

    But, at the same time, crushing walls or turning around on a trench is a bad idea and is generally a movie trick.

  5. Originally posted by stoat:

    Also of tanks ramming AT guns. I think this does work in CMx1.

    No! It does not. And that was one of the main drawbacks for me.

    Run a test with a tank without ammo vs an AT Gun, you'll see.

    I can't attack with Matildas moving across italian 47-mm gun just to have the enemy in perfect condition behind them.

    And I hate to see that my T-34 running to the flank of two PaK40 guns can not crash them, and have to stop and fire. And enemy gun was often faster... That hurts.

  6. I've already filled my wishlist in the poll thread, but I'd like also suggest introducing ramming feature for the vehicles. Running right across the enemy ATG or MGfoxhole (crushing them by weight) was a common tactics, though it was sometimes dangerous to the attacker's suspension and armanent (unexperienced crew could block tank's tracks with wrecks or damage the gun barrel).

    The same could be applied to terrain obstacles, like walls and barbed wires. If an AFV have crossed the wall or wire fence, infantry should have less problems with moving through the obstacle. I don't mean no problems at all, but runnig through scattered bricks is not like climbing at the wall.

  7. I recall old times of Close Combat series. Each soldier is modelled, commands gives to a squad.

    When deployed, squad tends to scatter within a fixed area, trying to find the best cover and firing position: in line when in a ditch, in pairs if there is a line of foxholes, in bunch when in the small wooden hut....

    Movement was the same - line/horde rushing forward in assault, sneaking and leapfrog running in advance under fire, column movement whein in quiet.

    Panicked soldiers fleeing far back with lose of control

    I hope here we'll see the same. TacAI will decide how to scatter individual soldiers, and, huh, it will be a hard task to BFC to force TacAI to do everything well. AI in CC often failed to deploy 1-2 soldiers, so they kept knocking at the closed window all the game.

  8. Add:

    1. Convoy movement

    2. Triggered defensive obstacles:

    a) minefield activated by a demolition team (by wire). This could simulate a heavy HE charge on the bridge or on the road, widely used by commando, partisan and guerilla units.

    B) russian FOG remote-controlled flamethrower fields

    3. Better hand-held anti-tank weapons simulation. Now only Germans have sufficient range of AT weapons. Russian grenade bundles and RPG-40/41 high explosive grenades, British sticky mines and so on are not present....

    4. Multi-turret wehicles with multi-targeting option. From T-28 and M3Lee to remotably controlled turrets and MG of modern AFV.

    5. Wehicle blocking LOS

    Keep:

    1. PBEM (huh, I'm not the first one here...)

    2. WEGO

    3. Scale

    4. Interface concept

  9. I played as Axis. When my tanks and infantry moved into the town, Shermans entered it from other side. I planned to move Tiger from sidestreet to the main to knock them out...As my Tiger accurately approached the corner, both enemy tanks fired at him and then quickly reversed between the nearby buildings. There Shermans stopped, ambushing me!

    Of course, they were knocked easily by panzershrecks, but such an ambush action surprised me.

    I wonder if there are other tricks used by AI

    [ January 03, 2004, 04:04 AM: Message edited by: Tankgunner ]

  10. ================

    Pic 6

    Can't make sense of it, something about rollers having been pulled to try and get the machine moving ?

    ================

    AK: Tank wheels are rolling easily, the machine could be repaired to running condition. (NOTE: now I can say that it will not be running - local authorities decided to place the tank as a monument)

    ===============

    Pic 11

    "Unloading fire unit - disks" ???

    ================

    AK: Unloading ammo. DT machine gun disks

    ================

    Pic 16

    Inside the tank, looking down. Seats are visible for the crew, to the left the gun. Everything is covered with a thick layer of mud or "solyarkoy" (?) (and therefore the entire tank was preserved so well).

    ===============

    AK: 'solyarka' is a diesel engine fuel

    =============

    An additional find from the bottom of the Neva - an aircraft engine with fragments of a wooden propeller.

    ===========

    AK: That's from PO-2 night bomber

    ============

    On the Neva five kopeck coin (?). Photograph from the entrenchment besides the former German positions.

    =========

    AK "Pyatachek" should not be translated as "five copeck coin" . That is actually an area. Nevsky Pyatachek is a very small bridgehead which was held by Leningrad defenders against superior German forces.

    =============

    Pic 21

    Neva "pyatachek" (?). On the shore : old gasmasks, boots. Size 43/1, something to the effect of it being a firm "runner".

    =============

    AK: The same, Nevsky Pyatachek is name of the area.

    ============

    Pic 22

    Remains of a light tank on the shore.

    =============

    AK: That is T-26 wreckage

    Regards,

    Alexey Kalinin

    Moscow, Russia

  11. Il-2M planes - even with no bombload they knock enemy armor effectively.

    T-34/85- an all-around tank, and with tungstens it can deal with almost any armor.

    SMG/LMG squads - good firepower, especially at close ranges.

    ATRs - small and cheap. And any Axis light armor lives no more than 3-4 turns under PTRS fire.

  12. Originally posted by Quenaelin:

    So, this disappearing gun simulates something I don't know, something you have been reading, can somebody clarify this little bit.

    I think that's all right with diappeaing guns.

    When tank fired at gun, it may be suppressed - i.e. it's crew is pinned, no shots are fired.

    But the tank crew DON'T now that the gun is not actually knocked out. They can't spot the crew, they see the gun which is not firing - so they decide to aim at different target....

  13. Originally posted by britfish:

    It appears that they did...

    From Achtung Panzer: During the production, modifications were made to Ausf G. They included introduction of 80mm cast Saukopf (also known as Topfblende) mantlet in February of 1944; the coaxial MG in early 1944, installation of Nahverteidigungswaffe (90mm NbK 39 close-in defense weapon) and roof mounted remote controlled MG (Rundum Feuer) in late spring of 1944.

    Hmmm...interesting.

    Anyone have a picture?

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