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Tigrii

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Everything posted by Tigrii

  1. Do you think that these are worth it? Are you better off with the BIG speed bonus or reserving the arty to react to later problems?
  2. If an HQ is in range of a superior HQ, do it (and/or its subordinates) recieve a command bonus? Also, if an arty spotter gets a bonus, does the accuracy, speed, etc. of the barrage get boosted?
  3. There's this light russian 76.2mm howitzer which is PERFECT for infantry attacks. It is cheap, has an ammo load of about 60, has a blast of 49, and best of all, it is as fast as a mortar! This is pretty much the only unit that can take out bunkers and PB's in infantry battles without close assualt.
  4. I just played an all-infantry QB with open terrain. I was slaughtered as the russian attacker. I had 2 companies. The first was routed by an 81mm mortar barrage. The other advanced for 2 or 3 turns and was pinned by unseen MG42s. Then it was hit by a 81mm mortar barrage. I started area fire with an 85 Flak and some 82 mortars, but then they were killed by an 81mm mortar barrage. That guy is all over the place! :mad: How do you suggest attacking with two companies and a 82 mortar and DsHK HMG for each platoon in open ground against unseen foes?
  5. I just played a QB where an 81 mortar in a trench beat off an attacking platoon with small arms.
  6. I've heard that gun crews now have small arms for self-defense even when still manning their gun. Is this true?
  7. You can't use enemy equipment that you capture in battle. However, you can buy captured vehicles and AT guns when you pick your forces.
  8. All else being equal(including cost), would you be better off with 2 platoons of 2 or one platoon of 4? About C&C: How far do radio-equipped tanks have to be to be out of range of the HQ?
  9. Does being hull-down do a PB any good? Wouldn't it be just as exposed since it's size is mostly not up and down? Also, how do you stop them from wasting ammo at long range?
  10. Do these give good cover? Can units shelter behind them as well as in a forest or something? Walls are obviously better, but hedges still have some value, right? Also, I heard that the somethingI treats behind a wall as open ground and units seek other cover when shot at while behind a wall. Is this true?
  11. Is it possible to do something with MV's similar to normal mortars being spotted for by HQs? Also, aren't you better off just getting direct fire HT's like Stummels?
  12. In an infantry attack QB, which are more cost effective? Light units can keep with infantry and cost less but have much less firepower. In the opinion of anyone reading this, which is better, a swarm of light, quick, cheap units or a few heavy, slow, expensive units. Or is a mix better?
  13. What are good russian tank destroyers in 1944-1945 that can fight Tigers and Panthers on relatively equal terms (if there are any)?
  14. The main difference between the two types to my knowledge is that against "soft" targets it's just the amount of He the shell carries that matters, and against tanks it's the velocity. Therefore, infantry guns have short, wide barrels to shoot big shells at a low velocity. This is why they have HC. If they had AP, it wouldn't be going fast enough to penetrate. AT guns, on the other hand, have long, relatively thin barrels to shoot a small shell at high velocity to penetrate armor. The difference between a howitzer and a gun is that a howitzer is generally meant for high angle fire and can elevate above 45 degrees. A gun is used for low angle, direct fire and can't elevate above 45 degrees.
  15. with large caliber SP guns, I often stay just out of LOS and area fire at a point right next to the PB. This suppresses the crew, so next turn I can attack directly without retaliation
  16. A good if somewhat unreliable way to fire past intervening hills is to area target as far over the hill as possible in line with the target. The shell usually misses and sometimes hits near the target or even scores a direct hit. This worked once for me with a SP 150mm, which got an antitank gun with "indirect fire" that was too dangerous to approach in LOS.
  17. I just played a QB where a 150mm Inf. gun missed an area target and panicked, decimated and drove off an advancing platoon. In the same battle, a pair of spotting rounds from a 105 spotter landed with perfect accuracy directly on top of two squads. Also, I had trouble with Bunker MG's, because arty just rains down ineffectively around them and my 150 didn't have LOS. They were near the back of the map in a large open patch so I couldn't introduce them to my Pioneers. Any ideas?
  18. I find that whenever I try to move troops "safely" in an elaborate trench system that cost a pretty penny, they just get pinned easily and it doesn't seem to help. :mad: Also, in the setup phase, it treats trenches as units and doesn't tell you if a unit is actually in it, so you have to eyeball it.
  19. can you use things like M17 MGMC HT's against planes? It would be pretty effective (4 .50 cal!) :eek:
  20. I've noticed on the unit picking page that some AT guns have two calibers given (e.g. the 42mm AT has a caliber of 28.4mm :confused: ) Does this mean that the gun barrel tapers?
  21. How exactly does this work? Does it only work in cities? Can you fight in sewers? Can alligators eat you?
  22. Tanks on hills are really cool b/c they are A) hull down and When shooting down at sloped armor, the slope is lessened, but shooting up increases it! Also, cover is just one short reverse order away, and it's great for Shoot and Scoot!
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