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Broompatrol

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Posts posted by Broompatrol

  1. Cabe, I'd like to see the file just for the entertainment value!

    I'd like to hear from someone who is versed in the mechanics of the game. Did the airburst simply penetrate the thinner top armor of the STUG with its large blast? Or, was it a model of its shaped charge being that the stug was underneath? I believe that being next to a collapsing building is bad for vehicles as well as Infantry, too.

  2. I've been following this thread and I think no one has mentioned that (IIRC) when a unit is on Assault they will not take cover until they reach their destination or panic. What this suggests to me is that the fire was close enough to cause them to take cover but the nature of the order prevented that. I think if they had been ordered to advance instead of assault they would have just ducked. SO the issue lies more with misunderstanding the ramifications of the order issued not necessarily that the entire morale model if broken.

    I can think of a dozen examples where I think a unit should have panicked and didn't. Does that mean units don't panic enough?

    [ April 29, 2007, 09:39 AM: Message edited by: Broompatrol ]

  3. I tried searching previous threads so forgive me if this has been covered.

    I have realized I suck at moving my support units on foot. This is basically anybody who can't use the advance command: Mg's, AT-rifles. mortar's. ETC.

    What's been happening is my little guys successfully advance and push the enemy back. The small mortars and mg's get left behind and useless because of terrain or range. Bazookas and PIATs need to stay near their platoons anyway, correct? When my guys scoot up "ping, pow" pinned in the open, very annoying.

    Sometimes you just have to reposition them and the poor buggers often get the worst of it. I should be tried for war crimes considering how many PIAT teams have died under my command.

    Any help is appreciated and please don't say "that's what tanks are for :rolleyes: "

  4. I tried searching previous threads so forgive me if this has been covered.

    I have realized I suck at moving my support units on foot. This is basically anybody who can't use the advance command: Mg's, AT-rifles. mortar's. ETC.

    What's been happening is my little guys successfully advance and push the enemy back. The small mortars and mg's get left behind and useless because of terrain or range. Bazookas and PIATs need to stay near their platoons anyway, correct? When my guys scoot up "ping, pow" pinned in the open, very annoying.

    Sometimes you just have to reposition them and the poor buggers often get the worst of it. I should be tried for war crimes considering how many PIAT teams have died under my command.

    Any help is appreciated and please don't say "that's what tanks are for :rolleyes: "

  5. Possible spoiler:

    Okay, I've been playing To the Last Man. It is a really nice scenario in that you really have to manage your infantry to make progress. And the AT threat forces you to move your tanks cautiously. The Buidlings cut both ways in that regard...Ironically I eliminated one of wood bunkers with smoke and infantry and one other with the croc's 75mm. The AVRES ended up more annoying than anything else because of their limited anti-infantry capability. The land mines were just mean!

  6. Originally posted by MikeyD:

    Includes footage of the beasties doing donuts in an open field. Much more maneuverable than you'd expect.

    Because tanks that can do donuts in wide open terrain are just better! A little razzle dazzle to stun and amaze the enemy tongue.gif

    You realize that every time there is a cut/edit that's when a track was thrown.

    (I'm just playing) Nice long clip. Thanks for finding that MikeyD

  7. JasonC already said it.

    but to keep it real simple.

    1)You don't have to stab the enemy, just make them run away or die in place. So get to a good shoot spot. Don't try to overrun the enemy.

    2)panic isn't so bad as long as they aren't getting killed.

    3)Consider your conscript's panic as part of their routine. what I mean is: accept they will panic and be able to adapt to it. Your job is to "manage" your guys by getting them to gradually scoot to a spot where they can shoot at the enemy. And that was already explained previously by using leaders to rally them.

    I have learned more about using infantry by using green and conscripts than more experienced units. I played some of the band of brother based scenarios and although elite units are fun and can run really far it is easy to get them all killed real fast because they are less likely to take cover while getting shot at. But in the scenarios where I had to attack with the greenies and conscripts I found I had to play more intelligently and use my combined arms in a more integrated fashion to make it possible to keep my guys going. I found that I could suffer less casualties, I just had to be more patient.

  8. Croc seems more versatile. I've only used the Croc in a couple of scenarios and by the time the AT threat was reduced enough to use it, I had already broke most of his infantry with my infantry and Shermans. In the other scenario I lost it early to a side shot from a sneaky stug so didn't get much mileage out of it.

    I do love the ROF of the FT though. You can get about 30 squirts a turn, if it's just sitting and hosing.

  9. NEW tests for AVRE & CROC.

    This test was very dull until the end.

    AVRE v Buildings: small light building=2 hits to destroy. lg light building=4 hits to destroy.

    Lg hvy building=10 hits to destroy.

    AVRE's would miss buildings 30-50% of time at ranges over 160m under 130m would hit about 80-90% of time. ROF and waiting for dust to clear made knocking down building painfully slow

    AVRE v infantry in trenches/or foxholes. Veteran and crack sturm inf did not break while under command. The accuracy and rof of avre made effective area fire difficult. INf n buildings would rally and then counter-attack AVRE with grenades and panzerfausts. I lost 3 tanks by getting them too close to the buildings. The infantry rushed out at once and massacred my tanks. They also took some prisoners. What a hoot!

    However If the AVRE got a shot at inf running in open it was over for those guys. The blast would make them take cover. they would stay pinned with machinegun fire and then the second round would break them.

    CROC v buildings w/FT. the number of hits to start a fire seemed random; 4 for a large light and 30 for a small light building. But after a few shots infantry in buildings would flee the flames.

    CROC v entrenched inf: Experience did not seem to matter. a couple of squirts from the FT and the inf would flee.

    The only drawback with the FT is the the hull mounting. the CROC is slow to pivot. But the turret give you stand off at any aspect.

    Both tanks are very vulnerable to infantry within 120m. The slow response time allows inf to get right up on them.

    I would choose a CROC over an AVRE for just about any scenario given the results of my dorky little experiment.

    The AVRE sucks for blowing up buildings because it just takes too long and is not that effective at breaking infantry taking cover in them.

  10. I ran some contrived tests for the AVRE and CROC and here are some of my results conclusions:

    AVRE:

    1)must be within 170m to have reasonble chance to hit.

    2)In my tests a HIT from the AVRE had a 100% kill rate v any AFV or bunker. Regular infantry in trenches broke after first shot

    3)Near misses to unbuttoned vehicles from AVRE caused crew hits, but no immobilizations

    4)AVRE cannot defeat 88mm or 75mm bunker from the front due to range limitations.

    5)AVRE will not fire if hit chance is too low.

    6)AVRE routinely ignores AREA FIRE orders to engage what it percieves as better target.

    7) Suprisingly, AVRE easily hit vehicles within 120m. But for the sake of testing the target vehicles had no ammo.

    My conclusion: AVRE has awesome destructive capablities v fortifications. Extremely vulnerable to Guns and AFVs due to: no stand off ability, no 1st shot capablity and slow speed.

    The AVRE is basically a siege engine. You can bring it up to take out buildings, bunkers and trenches AFTER AT threat is removed.

    The AVRE would probably only be successful in an encounter with another AFV in case of ambush and should not be used against vehicles.

    CROC:

    1)better armor than AVRE

    2)FT accurate within 70m

    3)FT high ROF

    4)Sometimes you only have to shoot at a bunker or vehicle with FT to cause them abandon. I think this had to do with the low morale caused by the testing conditions.

    5)75mm gun easily got firing slit penetrations within 200m and routine back door penetration within 500m, but required many hits for crew to bail.

    6)FT very effective against AFVs. Kills/Abandonments with 1-3 hits.

    CROC more survivable in AT environment with better armor and 75mm gun. High ROF with 75mm gun and FT make CROC scary.

    low speed a liablity but given its mission seems superior to AVRE in ROF and AT capability. FT still allows it destroy bunkers from any aspect but it will usually take more than one hit. Very effective against infantry.

    Given a choice I could take a CROC over the AVRE because of its 75mm gun. If the AVRE had indirect fire capabilty for its mortar it would be absolutely frightening IMO. But since it doesn't the limited range makes it a niche tool like a baby Sturmtiger. I think you could design some intersting scenarios around the AVRE but I would'nt pick it for a QB given its limitations.

  11. Please understand I do not think US Soldiers and Marines are slow by any means. I also know they train with their gear are very all around fit (I compete in the Camp Pendleton triathlon and I watch Marines 15 years my senior kick my butt on the course...even the officers ;) ). All I mean is that our troops would naturally be less speedy in their equipment than when running along in red, white and blue speedos, to borrow Steve's illustration.

    Part of my point was also that from a simulation point of view I wouldn't penalize a soldier's speed during TACTICAL movements. A soldier who is hustling across open ground to a new position isn't necessarily going the absolute fast as he can run. But running as fast as can while not tripping, maintaining awareness of surroundings, etc.

    I see where Steve is coming from in the SIM POV: It costs an encumbered soldier more energy to move the same speed as one w/o a load. Hence no speed penalty, only an endurance penalty.

    You may now delete my posts since in hindsight I did not really add anything worthwhile to this thread. :rolleyes:

  12. If the stryker hits a Syrian on a bike does he fly over the top or get trapped in the wheels? Can a bicycle frame cause an immobilization? Does the frame material matter (aluminum, chrome moly, scandium, magnesium, carbon fiber, titanium)? Can an IED be attached to a bicyle? Can an RPG be fired from a tandem?

    :rolleyes:

    When all is said and done does he crunch, squish, or pop? :eek:

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