Jump to content

akd

Members
  • Posts

    12,476
  • Joined

  • Last visited

  • Days Won

    19

Everything posted by akd

  1. No, close assault on tanks with grenades and satchel charges initiates when the infantry are in the same or an adjacent tile to the tank. 10m is probably a good rule of thumb.
  2. Vehicle weapons use the ammo in the vehicle automatically. "Acquiring' is for taking ammo away from the vehicle.
  3. Vehicle radios are shown under the "damage" tab.
  4. The PIAT projectile, like the Panzerfaust. was propelled by an explosive charge. However, PIAT was not recoilless and did not have back blast. They can be fired indoors in CMBN. Personally, I think the smaller panzerfaust should also be able to fire indoors as the preparations necessary probably did not extend past opening a door or window opposite the firing position.
  5. "emergency" skips the adjustment (spotting) process and goes straight to fire for effect. If the spotter or firing unit is off on any of their initial calculations, the mission will be off target.
  6. Are you using "emergency" when ordering the mission?
  7. Hand grenades and satchel charges don't cause hit text to show, or at least not on tanks under attack by those weapons. Looking at the explosion, it hard to tell if it is located on the tank hull or the hedgerow, but the grenade should also pass through the hedgerow without detonating. Crew could certainly have abandoned following the TC taking a hit, but I would hope the OP would know that might be important to mention.
  8. Since the grenade was thrown from inside the geometry of the tank, I suspect we're seeing some bizarre byproduct of the overlapped units, not the typical effects of a grenade on a tank. When infantry attack a tank with grenades or satchel charges, they are assumed to be close assaulting the tank rather than just tossing explosives at it. Consequently, even a single grenade has a chance to disable a tank in that situation.
  9. Are you trying to change "damaged" for modular buildings? The damage to modular buildings is a change in 3D geometry, not 2D textures. Damaged independent buildings, however, are handled with textures.
  10. For some reason grenades are removed from the total at the start of the turn, not when they are used during playback. They are, however, depleted normally from the total.
  11. Sorry, I just can't get that hung up on whether or not the HQ is inside or outside of the jeep. The outcome in the game is much the same except in the very specific situation of terrain that would allow voice communications but prevents LOS from subordinates to the platoon HQ (which would require the platoon to have a small footprint regardless because the voice comms radius is small), and where the platoon HQ doesn't have a radio (dismounted Armored Infantry Platoon). These circumstances are extremely limited. Radios are provided liberally and work regardless of distance or terrain. All radios are considered interoperable. ...in the very specific circumstance you have outlined, not in general. In the vast majority of circumstances it can do this without a broken link between Plt HQ and Co HQ, even when using a dismounted AIB. This is indeed a weakness of the Armored Infantry Battalion, which of course was never intended to hold large frontages operating dismounted. You still don't understand the how the C2 system actually works in the game. A nearby vehicle does not provide the mortar C2. Look in the game, you will see that it still has no c2 if isolated from its HQ. The only thing it allows is for the mortar to receive fire missions in the absence of working c2 links up its chain of command. I strongly suggest you try your scenario with the armored infantry battalion with squads in contact with Platoon HQs but Platoon HQs out of contact with Coy HQ, then replace the AIB with a regular infantry battalion and report back on how differently it plays with good links all the way up and down the chain of command. I don't see how you can claim that this very specific, circumstantial limitation of the system is breaking this scenario without having done so.
  12. Pandur, I saw your problem from the beginning. I've been trying to correct your misunderstanding of how things are supposed to work. There is a huge difference between saying "things are supposed to work this way and it is broken" and "I wish things worked a different way." As I've already said, the radio c2 system is working as it supposed to in the game and adhering to a logical system. In this particular circumstance, the system presents a challenge, but overall it is rather flexible and lenient. Your assumption that the purpose of the radio jeeps in the armoured infantry battalion is for platoon HQs to use remotely as mobile CPs when dismounted is wrong. I agree that it would be nice if it worked this way in this particular circumstance, but I can think of other situations in which adding this much flexibility to the use of radios in vehicles would not be very realistic. And while it would be nice as a feature if implemented with realistic restrictions, I still don't see how it would fundamentally alter this scenario in any way. Having continuous c2 links from platoon all the way to battalion is not going to make or break the scenario.
  13. Simple formula: 1 + average beta tester blood alcohol content = current version number
  14. Yup, but the "BLAST" command is not needed or beneficial. Just move the team near the tank you want to attack and they will use demo charges and grenades if available.
  15. Nothing is broken here. If you want an HQ to maintain voice comms with subordinates out of LOS, you'll have to dismount it from the vehicle. Why are you so fixated on the Platoon HQ being in the jeep with a radio? Having platoon HQs out of contact with the Coy HQ in urban combat would be typical, and in reality, radios wouldn't hardly even function in that environment.
  16. Have you tried it in the editor only? I believe HQs mounted in vehicles is one of the instances where C2 is not fully resolved in the editor preview. It may depend on the type of vehicle and buttoned/unbuttoned status, but when the scenario runs subordinates should have a visual link to the HQ in the jeep as long as they have LOS.
  17. If you put the Platoon HQ in the jeep with radio, they will use the radio. The armored infantry platoon HQ doesn't have a radio because it is normally mounted in a radio-equipped HT. Page 100 sentence 2 refers to on-map mortar's ability to receive fire missions if a vehicle with radio is stationary nearby. This was added specifically so that armored mortar carriers could function effectively in their intended role. Also note that C2 is not always fully shown shown during editor deployment, but that is not the issue seen above.
  18. "BLAST" command really should be renamed "BREACH". It's only purpose is breaching linear obstacles and building walls. It's not used to attack tanks. It's not used to demolish structures. Consistency of breaching should be improved in next patch.
  19. When the Marines TO&E was under development, the M32 was still on track to be fielded in significant numbers. Of course reality didn't work out that way, but if you want you can use the equipment modifier in the editor to create Marine squads with either a single m32 (which has seen limited fielding) or all m203s (appropriate for '08).
  20. Buddy aid should acquire the radio if you need to move.
  21. Even in the area of indirect fire, there are important differences, particulary when comparing an 8-gun 25 pdr. battery to a 4-gun 105mm battery. Each individual shell has less effect, but rate of fire is significantly higher.
  22. When infantry attack a tank with grenades, they are considered to be close assaulting the tank. Their aspect to the tank does not matter (but approaching from behind increases their survivability significantly). Taking out a tank with one grenade is very lucky.
×
×
  • Create New...