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Gen. J-sun

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Everything posted by Gen. J-sun

  1. I've noticed a few times, especially where 76mm cannons are challenging Tiger tanks, that partial penetrations either "destroy" or "knock out" the vehicle. I don't have any experience in a tank outside of a museum but how is this possible, is their some greater behind-armor effect that I'm not aware of that would allow a non-penetrating round to "destroy" a tank. Also, what exactly is the difference between knocked out and destroyed in a game sense anyway?
  2. Just ran a test with M7s at 1000m, 4 guns all focused on the bunker, about 25 rounds were fired. The wood bunker took 8 rounds unharmed until 1 found the vision slit finishing it off, but they spent the better part of their time engaging with the 50 cal which caused all but the final casualty in the bunker. The impression I got was that the bunkers are indestructible to heavy weapons unless the round flies through the 8x1 vision slot.
  3. I ran in to some difficulty confronting bunkers...strangely of the wood variety. I brought up a Priest 105 knowing that in a moment I would have a completely leveled log cabin. But not so. The bunker absorbed 7 rounds (!) before taking one through the slot killing all inside. I would've expected that a wood structure wouldn't stand a chance against direct fire HE...what gives? Also after running some tests it seems wood bunkers do not cooperate with cover arcs and fire freely.
  4. I'd imagine you'd be coaxed or hit with the bow gun before that happend.
  5. Very strange so far all the fire I have tried to plot from the waypoint seems to be judged from the units current position, but I must've goofed it seems to work now.
  6. It seems that the user is no longer able to plot fire from waypoints which makes playing WeGo difficult to play as units spend 45 seconds doing nothing when they could be suppressing their opponents.
  7. I was playing a scenario where my HQ was calling in fire for a 60mm mortar it was the opening barrage so there was no delay for spotting, I targeted where I believed the enemy HQ was. as the battle progressed I noticed the enemy in that area was unhurt I was then horrified to notice the mortar rounds were landing 500m north of target. Needless to say I was unimpressed. Throughout the rest of the mission I had to adjust fire after calling the mission as the mortar would be well off target on its initial lay (usually I caught this before they fired a round). It certainly destroyed the battle plan, usually my gunners take 10-20 enemy a piece and the areas I called fire on we certainly key locations, must be those incompetent junior officers again.
  8. As for 1.2 one might expect this to be the case however the Germans in the scenario are demoralized conscripts (Russian and Polish P.O.Ws were used to bolster the Atlantic wall) and thus may have some aversion to firing on an actual human. 2 A hit at 800m even against a moving target isn't too tough a sell, remember the German guns have a muzzle velocity of about 750m/s with a flight time of slightly over a second the lead against a moving target is minimal and any experienced gunner could pick one off in one or two shots. Sights by this time were advanced enough that basic calculations could be performed quickly and with a reasonable degree of accuracy.
  9. I decided to hotseat the Road to Berlin. I set up an ammo team to walk by an AT gun to test weapons, the gun had a 40m cover radius the ammo team waltzed by the gunners didn't even raise an arm until after they had been in contact for 40 seconds then only the gunner fired with his pistol, even after a direct order to engage the team fired only a single pistol at the ammo team running in the open. After killing the fire order the whole team finally opened up with the inevitable result. I then flanked the gun with the MG team itself after a firefight where both sides took casualties their leader crawls in the opposite direction stopping only periodically to fire the MG which was 10 yards behind him facing the opposite way. I order a mortar team to fire against the Pak40 they spotted 250m away, they did so except I couldn't see any effect the rounds were having, it wasn't until I was in the german seat that I noticed the rounds landing off the map nearly 800m away. Cancelling the order and reordering the fire fixed the problem. Just figured I'd mention this stuff to see if someone else had a similar experience. Lastly although not a strange behavior is there an explanation on how on map assets work. I've been able to use the mortars successfully, however, on occasion it seems to the spotter will go out of command or contact even though neither team has moved. Unless I'm misremembering have I done something wrong?
  10. In the pregame set up you can swap around crews. In CMSF I've bailed a LAV crew and put them in the LAV-AT during set up and generally shuffled them all about before hitting start, they then seemed to become dedicated to the machine after start.
  11. Wouldn't French fortifications be facing the wrong way?
  12. It seems the Canadian anti-armour teams seem to only have HE rounds making them practically useless does the Canadian army not field a HEAT round for its medium AT weapon, seems useless.
  13. I haven't read all the replies however when I want to gauge LOS at a point I place a move order to the action spot the start a target order from that spot. This provides a somewhat decent reading of what to expect.
  14. I couldn't seem to see evidence of them using firing ports, however the infantry did use the forward firing bow machine guns (as they did in the BMP3 in CMSF).
  15. To put it bluntly: The gunners suck. If you have a tribal or a muj team doing the shooting unless you get an elite FO rounds will likely scatter to the wind (more to the reason why I figured the untrained gunners would be on map so they could observe their fire).
  16. Just curious, in unconventional warfare it would seem likely that mortars would be used in direct fire ambush or just-over-the-hill indirect fire, given their probability of use why weren't they included?
  17. It seems troops receive a large amount of bonus ammo in the setup phase, however the moment these troops move the ammo is lost (in the set up phase). It would seem more apt that troops would retain the ammo through the set up and should only lose the ammo when they leave their set up positions (as in CM1) at current one can have SPG9s set up with 30rounds only to have them lose 26 rounds after having been moved (of course you can get this ammo back by placing the unit in its initial spot or placing two units close together.
  18. I've also noticed heavy weapons gain a defensive ammo bonus if they aren't moved, or if they are moved they're moved wholesale with their HQ unit.
  19. I was floored today when I moved an SPG9 squad to take the place of a depleted SPG9 to my amazment I heard a load thud, it was the sound of a PG-9 round sailing through the air and into the front glacis of a T55 for a K-Kill. I watched the replay to see that my team moving up lost a HEAT round which was magically gained by the emplaced team. Two thumbs up!
  20. Pistols. A better looking dismount (no leap of faith of the tracks more of a controlled exit). For gun crews a more believable loaders animation (not slamming home another clip in the imaginary AK47). Visible building damage (could be darkended color, etc, just some indicator that the 105 to the wall face made a difference). Using vehicles as cover and being able to fight with them (pipe dream) rather than stand helplessly in the open have the troops hug the tank and or use the heavy 50 to add firepower.
  21. There are some inconsistant sections. I don't have my notes with me, however, some weapons such as the AT5 armed armored cars have large penetration values of 7-800 while the AT5 itself is shown as somewhere around 500.
  22. I had an odd exhaustion situation with a mortar team, while test firing I added 14 more rounds (for a total of 40) and gave them a move order 9m in the openning turn and set up shop after firing 14 rounds I had them withdraw 4m to the back of the trench. As soon as they reached the waypoint instant exhaustion, I had another test going which continued for about 20 minutes with no improvement from them. I'd say exhaustion is a bit excessive for an extra 28 pounds distributed over 4 guys.
  23. The Syrian special forces can split their squads. The regulars,however, cannot. This is most likely because units are dependant on their leadership so a split wouldn't have a head so to speak.
  24. Also when using artillery on a bunker anything smaller than a 105mm (including 120mm mortars) should be aimed at the area 5m infront of the bunker to cause casualties since the bunker can easily withstand multiple direct mortar hits.
  25. If you can get fire superiority get as much fire into the vision slot as possible to suppress the guys while moving your troops on to a flank or into cover and manuever against them until you can get to the close assault. From here I usually approach at a 70 degree angle which limits the fire to put out and additionally allows you to double envelope them with another unit. After you assault up to the bunker you should have killed the crew or gotten behind the beast. At this point it's a matter of letting the explosives fly. If you can't get fire superiority replace shooting with smoke and if possible simply avoid the bunker until other options open. That in mind good bunkers are usually part of a combined defense system (mines, zeroed in guns, etc). But usually in real life when there's no reasonable way to take on a bunker it's time to go home.
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