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Tigrii

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Everything posted by Tigrii

  1. I have never seen this happen; in fact I usually see the opposite. A KV-1 fires off all it's canister at infantry in the woods at 90m, when HE would be more appropriate.
  2. The game doesn't model AFVs stopping fire, so don't bother using tanks as "shields". What you should do is have your tanks set up with fire lanes covering the infantry advance. When your infantry is fired upon, the tanks can wipe out the threat, your infantry will rally, and the advance will go on.
  3. Sir Humprhies-Smythe-Picky DSO, DFC, ABC, BSE, AC/DC, ret. dec. would like to point out that His Majesty's 17-pdr does not need any of this new-fangled Tungsten stuff to insert a nice clean hole into Jerry's armour, even if it is on a Tiger. </font>
  4. It's certainly possible to hit. I kept hitting a T-34 with one, and it was broken but not damaged because it actually has top armor.
  5. Not really. A RL commander would minimize his losses and wouldn't send a whole squad on a suicidal mission. What is more gamey is the fact that anyone's on a suicide mission. No on e would do that except possibly the Japanese.
  6. Not really for combat reasons. Teams only good for scouting (attacker) and outposts (defender). They panic more easily when split and have a lot less FP. The idea is you sacrifice a unit to gain info on the enemy, and you make the victim as small as possible, so at least the other team survives.
  7. Ah, another thrown AT weapon thread. Effective ranges of various weapons: RPG, AT mine, etc.:40m Molotov:(not really effective but..) 25-35m. Grenade, about same as molotov. Best way to use molotovs is to stop your target in your kill zone (shocking works great (sharpshooter)) then hit it with about five different molo-throwers at once. I.E. send a platoon after it and concentrate your FP.
  8. M17 is terribly vulnerable (more so than other HTs). HMGs, ATRs, anything can kill it. I even knocked one out with a platoon salvo at 85m. Transport halftracks are much more valuable (and less expensive).
  9. I got 20 in BO once (Hellcat flankers) and I'm not sure what BB record is, somwhere around 15-20 in 2-3 turns. And I certainly don't have the record...
  10. Daisy-chain AT mines are visible because they're not buried, which is what may have happened to you.
  11. Against a good reverse slope defense, the best thing to do is flank the hill/slope it's behind. For frontal assualts, try the following: Get an HQ into cover on top of the hill and use it to spot mortars on your side onto the defenders. Don't try to rush it, but establish a firebase on top of the hill with infantry and any available heavy weapons. Then apply pressure to the defense to force the enemy to commit armored reserves or lose the position. When this happens, attack the reserves with your armor, then dig out the defenders with HE from your victorious tanks. Problems are that your opponent, if he has any brains, will have heavy weapons zeroed in on the hilltop to blast your firebase. Also, the enemy might win the armor battle. I look forward to seeing those more qualified to myself comment. [ February 20, 2003, 12:33 PM: Message edited by: Tigrii ]
  12. No clue 'bout #1. As for #2, very unlikely, since A) an HE round hitting a gun emplacement would probably set off the ammo and it is too hard to model. If that tank can scrounge, everyone can scrounge, so if an infantry squad passes an eliminated squad with the same weapons gets an ammo boost? C) It seems very unlikely that the crew would bother in the first place anyway.
  13. So can you have say, 2 Marder II mods, one dusty and the other winterized, and it'll show a different one depending on weather?
  14. DP [ February 19, 2003, 08:53 AM: Message edited by: Tigrii ]
  15. Yes, but when I D/L it doesn't work; the 251/1 is the same. :confused:
  16. I am a new mod lover (started D/L-ing 2 days ago) and have snapped up most common tank mods. However, I noticed that there are some common vehicles that are not modded or only have snow mods. I virtually never play snow battles, so snow vehicles look really out of place, so here's my mod wish list: Dirty/muddy/ SPW 251/1 Dusty/New camo pattern Panther VA Dirt/muddy/dusty StuG IIIG (especially early mid and late mid variants) Others hoefully will add their requests. And I'd like to thank the creators of some of my favorites: The (I)SU pack, Tiger octopus camo, T-34 M43 late and T-34/85 M44, M17, IS pack, and others.
  17. Cost is based on ease of prodcution, not quality. If you have rarity on, it's also based on how rare the unit is. The stug was easy and cheap to make (existing chassis, no turret) many were made (some models have -5% rarity!) and yet was quite good. It has curved armor, which explains the high numbers of ricochets and breakups.
  18. 1) On this very site, there is a branch called Opponent Finder Forum. I suggest you try looking there.
  19. Like Walpurgis said, if you stand off and force a medium-range firefight, they lose ammo without inflicting damage. On the other hand, it can be difficult to get a FT up there as it is slow and a high-priority target. One of my favorite ways to deal with this is use 150mm HE. Tow up a 150 on a HT or send up a gunship like a bison or grille, and a few rounds devestates the enemy infantry. Walpurgis actually did this to me in an IP game. I held the flag with some SMGs, he towed up a 150, blasted away, and bye-bye SMGs.
  20. JasonC, In your post you said that if you want to cross an MG swept cover gap with infantry, just keep sending in more waves, because some will get through, and the others will pin, recover and then get through. But what happens when you have your company all bunched up together when the waves collide and an infantry gun (i.e. 150mm), infantry tank (e.g. SU-152), or a medium (or heavy) arty barrage comes in on top of you? End of company.
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