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Tigrii

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Posts posted by Tigrii

  1. I think that in BB they're one if the most useful and versatile units in the game. They make good scouts, they convince gun crews to "go for more ammunition" ;) in 3-4 shots, and of course massacre TCs. I've been wondering, though, what affects sharpshooter accuracy? I've seen a Veteran ShSher nail three TCs in a row at over 500m, then miss a TC at 20m. Why is that? Also, why the long reload time and low ammo? Does it really take 15 seconds to recock and aim a sniper rifle? And surely they'd have more than 10 bullets! :confused:

  2. I think that in BB they're one if the most useful and versatile units in the game. They make good scouts, they convince gun crews to "go for more ammunition" ;) in 3-4 shots, and of course massacre TCs. I've been wondering, though, what affects sharpshooter accuracy? I've seen a Veteran ShSher nail three TCs in a row at over 500m, then miss a TC at 20m. Why is that? Also, why the long reload time and low ammo? Does it really take 15 seconds to recock and aim a sniper rifle? And surely they'd have more than 10 bullets! :confused:

  3. I just had a battle where I lost all my tanks (3 T-34/85s) to a platoon of panther Ds, but only killed one in return. I then had spectacular success with close assualt. I killed two panthers with 1 Tank Hunter team, 1 with a Pioneer squad (finally) and the last one miraculously succumbed to a squad and HQ, which hit it with 3 grenades and a molotov, but apparently it was too much for the crew. I don't blame them: they were immobilized by one of the grenades and lost the TC to a sharpshooter. I had two sharpshooters that were a tremendous help, they shocked every panther but one, which caused them to blunder blindly onto my HE-chuckers. The 20-30m pioneer advice was especially helpfull: My pioneers had 25m cover arcs, which a panther had the misfortune to blunder into. Thanks for the tip! smile.gif

  4. When I get pioneers, they never seem to throw their charges at tanks OR infantry. Two examples: Example 1: A pioneer platoon fights a suppressed german squad at 10m. They are all unsuppressed and there is no reason why they shouldn't chuck. They don't chuck, and pop away with their 100 40m firepower. Example 2: a pioneer squad unhides and targets a panther D at 20m. It does nothing, and just rotates to follow the tank as it clanks innocently past. After 20 sec. of inaction, it is seen and the pathetic computer-generated outcasts from pioneer training are sent to the Big Hard Drive in the Sky.

    Same problem with tank hunters. When they actually have somthing that doesn't come in a vodka bottle, they engage tanks inside their cover vehicle arc (which is 30m) and track it, just like the pioneers, before beeing seen and joining their fellow failures in the aforementioned location. Why is this? :mad: :mad: :mad: :mad: :mad: :mad: :mad: :mad:

  5. Originally posted by Michael Dorosh:

    one turn left? Speed the key?

    Hmm, sounds like a gamey last turn flag rusher got his ass handed to him, and deservedly so.

    Well I had made slow progress, so what am I supposed to do, sit back and say, "hm, well I certainly don't want to actually try to achieve my objective! I mean that would be gamey . So I sit back and watch the Nazis win? It's not like I base my strategy around setting up the game to make a last turn flag rush!!! It was just my only option. O fcourse, my "gamey" move was forced by "gamey" circumstances. In real war, do they say, "okay it's been half an hour, time to stop the fighting because our time's up? No they keep going, and take the objective!
  6. Also note that, aprt from sloped armor making a greater ricochet chance, a shot hitting sloped armor head-on has more armor to penetrate, which effectively makes it thicker. Sloped armor being shot at from below is even more effective, because the angle of gun to armor is greater, while sloped armor shot at from above is just like straight because the angle of attack negates the slope. This is why it's a big advantage to be on hills with tanks, especially partially on the slope so the tank is slanted up even more.

  7. I was playing a QB and had 1 turn in which to grab the last flag. It was just a question of speed. I had suppressed destroyed all German units that could threaten my advance in the sector by that point, except for 1 squad holding the flag. So my HT-mounted platoon sets off, and the HQ-track clips a patch of scattered treesand promptly bogs down. :mad: The rest of the platoon proceeds without the HQ towards the flag and it's lone defender. Meanwhile, the HQ-track immobilizes and the crew start bailing out! The Hq is then forced to leg it, and never makes it. Then one of the squad-tracks bogs and immobilizes! :mad: The crew of this one, however, stay in their HT to man the MG. So my force is reduced to two HTs (both down a crew member) and two squads out of C&C. The squads disembark and assualt their objective. The lone squad routs both since they were GREEN because the computer degraded them after I ordered regular!!! :mad: So I only got a tacticla victory because of the flag and HT lost! :mad:

    P.S. This post has no particular point, it's just a rant. :mad:

  8. Originally posted by Rommel22:

    Just rush the bunker, I mean it will run out of ammo eventually. Just send another wave in.

    That is the unimaginative, unnecessarily costly method. What a good method is is to mass all available armor in cover out of sight of the pillbox, then pop into LOS en masse. Sure, the PB

    might get 1 or even 2 tanks, but it recieves a storm of shot and shell in reply which invariably knocks it out quickly. What most people say about dealing with PBs is try to get pioneers around behind it, but in practice this is virtually impossible to do, and the method above works much better.

  9. All it does is make units harder to see and identify, with all it's implications. This probably benifits the defender more, since, you can have an annoying ATG or MG wreaking havoc undetected, which happens a lot more in EFOW. I always play with FFOW, and I want to use EFO since it's more realistic, but before every QB I forget and get stuck with FFOW. :(

  10. I am just wondering what settings others use in BB. I play Unit Scale=3, trees and terrain elements off, show all movement paths on, and my favorite QB map is farmland, moderate, modest, none. Also, what about infantry formations? When moving in reasonable safety, for 3-squad platoons I use a formation like a 4 on a die, with the HQ in the corner that I think is safest. With 4-squad platoons, I use a die-5 formation, with the HQ as the middle dot. In vehicle-mounted infantry columns, have (depeding on # of squads) S S HQ S, S S HQ S S or S HQ S. What about you?

  11. There was a lot of real-world application of overrun. The SOP for tanks encountering trenches undefended by AT assets was to drive onto the trench and either flood it with carbon monoxide or turn in place on top of it, which collapsed the trench and brought lots of dirt (and the tank) on top of the hapless occupants. It worked with foxholes too. Also, at close range, if a tank encountered an AT gun, it wouldn't bother stopping, aiming and shooting, which would give the AT gun time to fire, but just drive right over it, disabling and panicking the crew. Now running over infantry is more gamey, because the infantry is by no means a stationary target. I mean, if you saw a tank trying to run you over, you'd get out of the way, right? :cool:

  12. Originally posted by WARHAMMER:

    I'm surprised someone with such a high membership number would trash the very life-blood of this wonderful game! I know full well we all have a right to our opinions....so.....Tigger (whatever) hang around a while, you may learn something! :cool:

    I'm not saying that mods are bad, but I am saying that just because some like them doesn't mean that they should be able to clutter up a forum which is supposed to be devoted to the discussion of CMBB. A seperate mod forum would help modders, because you could be assured of finding all the mods new mod announcments there.
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