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Nikki Mond

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Everything posted by Nikki Mond

  1. But the enemy Icon should remain transparent if thats the case I thought. I got so used to seeing that LOS message even when tanks were firing. Wasn't sure when it applies. Also Im taking fire, figured I could fire back too. Thats why I included the first 2 pics showing how the tigers took damage from a single gun they could not fire at.
  2. AT guns are fully sighted and firing. My tanks can only engage with machine guns and the main guns refuse to fire. I noticed this in the villers bocage scenario. The gun is a brit 47mm and the tanks involved are tigers. Something is definitely wrong. Main guns will not engage with eyes on the 47mm. You will notice in the bottom pic the tiger is not hit (yet) but for some reason does not shoot. If I allow the tiger to move in much closer then it will shoot. In this case why is the gun shown as sighted?
  3. OK what did you guys do to the game. Part of the problem is the tigers do not fire at anti-tank guns. Here are the pics. The tigers are taking direct fire from the ATG. The tigers have "eyes on" but are not firing. I have chosen HE and APC and high to low elevations. Just wont fire. Coax will fire so why not main gun? No wonder the battle field has 5 Red Tigers wandering around without barrels or just sitting tracked. But hey the tigers are not destroyed
  4. There's something either different with the villers bocage scenario or the Tigers, or the enemy targets high now... since the patch. I breezed through the Bocage the first time I played. I'm now playing the game over again and cant get past VB. Guns are readily disabled on tigers its seems. And no infantry support shows up so its impossible to get close to a village without having the main gun disabled by AT and Piats. I've played the scenario 18 times now. The Tiger's slow rate of fire allows it to get hit first. First hit disables the main gun. And the AT guns and Piats aren't in range unless you crest the field to get close. So forget range advantage.
  5. Forget it, LOL.... Ones you hit the Villers Bocage aka the Hunter you have to lose panzers in order to get reinforcements. Its wasteful to put elite tanks in this scenario. Catch 22, you can't win with 3 tanks alone but you'll get 3 squads of infantry and up to 4 tanks in reinforcements if triggered. The trigger is to have your 3 tanks destroyed.
  6. I've tried this with infantry but the attrition is quite simply too fast and too high. I may get the odd grunt into his 3rd battle, but recognizing him is hard and the squads tend to come and go quickly.
  7. There's a role playing strategy element to this game that seldom gets mentioned. But if managed correctly can help in winning scenarios, and makes the game more interesting too. Following tank crews, promoting their stats and transferring them from battle to battle is what I'm talkin bout. Did you know you can swap out rookie crewmen for leet crewmen even in blocked tanks? So put those highly decorated PZt38 jocks in a tiger and get to know and guard them. If the tank gets tracked or gun damage pull em out, don't use em for fodder. Below is Otto Nelleman, A 6 battle tank ace and winner of the war merit badge, actually his whole crew is highly decorated and able to function in any role. As below click and drag him over to the blocked tank crew. Only the whitmann tank cannot be swapped in the game. And drag him over to replace crew in the rookie blocked tiger [ July 05, 2007, 06:03 PM: Message edited by: Nikki Mond ]
  8. The Panzer Vermin worked nearly just as well in the game. Those german dart shaped grenades were able to stop shermans and I've seen an occasion where an SU 122 was nailed in a head-on throw. In reality the vermin was not that successful. But it does add play balance. Believe me if this was a game of last tank standing most players would be PO'd. Perhaps other more historical IAT weapons could be pursued in the next evolution of the game. Such as magnetic mines, flame throwers, satchel charges, and rifle AP grenades. And my favourate the German 37mm rifle grenade for the pak.
  9. I finished the game, played through all nations, all campaigns. There's not much replayability to go back, not really interested in beating myself up in the moscow battles either. I had my WOW! moments, and "this is cool" factor. Sure. I suppose if somebody POV Ray'd the maps I may go back as that would change my strategy for replay. Actually seeing the terrain changes at a glance. Link for POV Ray, for modders? A Bot mode would be nice for replayability. True some loved TOW some hated it, some in between. Looking forward to the next evolution of the game. Bye for now. [ June 30, 2007, 06:02 PM: Message edited by: Nikki Mond ]
  10. Being unable to detatch a pak from a damaged truck is not by design. It has happened to alot of us I'm sure. More of a bug that got overlooked. This could be fixed.
  11. Just want to throw in I would be playing more of a flanking game if the terrain was a little better traced. Its really hard to read every square meter of the ground. Just when you think you are flanking the main body ..Oops! my guys just found that high mound of dirt and done got themselves exposed. I mention this because we are not only attacking with an inferior force as mentioned but exposing their a$$ to the world as well.
  12. Its normal to constantly hit the pause bar while playing this game. Once you adapt to this your victories will occur quickly and each winning game will be shorter.
  13. The russian campaign is pretty easy, a good place to start. The German Tanks suck and you get a t34. I've been nursing the same T 34 into the 4th battle now.
  14. yep I just experienced the same thing. Been running around covered every inch of the map looking for remnants. game wont end.
  15. No a bazooka is always part of the equation. So that seems realistic. But there is a long period of time from the bazooka hit to the tank giving up the ghost. That kind of threw me off. I'm going to recreate this without using other weapons except a bazooka.
  16. Nah this is so repeatable I can do it even with one squad. As below this squad lobbed 3 zooks, 2 of which missed, the closest guys threw about 3 or 4 nads, the rest of the guys just plinked away with bullets. The trick is the panther rushed forward, then stopped just short of the squad to fire with coax, sure I lost 2 guys but it never recovers from the barrage of small arms, nads, zooks, which is really just chicken scheiser. Below I ran a specially selected remnant tank team to mount the panther. The gunner imediatley traversed the turret to engage targets while the driver, last to show up is climbing in. No structural damage. Neutron grenades Edited to lower res pictures because imageshack (imagecrap) is an overloaded host [ June 03, 2007, 10:46 AM: Message edited by: Nikki Mond ]
  17. There is sort of a flaw to exploit here. I played St Lo as allies and had all my tanks creamed right off the bat. But still had plenty of crews and squads milling about. 2 Jagtigers came barrelling across the map towards my infants. I swarmed each tank with 2 or 3 squads. Each soldier threw every grenade, then fired weapons, a couple zook guys launched what they had. The Jagdtigers lost a skirt but suffered no damage. Instead of taking off, or running over my guys the tank icon simply went grey. Yet no crew jumped out? I sent my remnant tank crews into the tiger, No Damage, none. I was back in the game. Not sure what happened but I now throw squads at tanks and keep my dismounted tankers handy to jump in. This works every time.
  18. Yes crew stats have something to do with it. Also aiming at chasis, middle or turret. The shot may not be clear except only at the turret. This may be a factor. I use turret shots for ambush in faily level ground. and hull shots if I'm hiding reverse slope waiting for a tank to come over top.
  19. The mission link below for the german Falaise Pocket will now substitute a Panzer IVH instead of Panzer III, a pak 88 instead of a pak 75mm, a StugIV instead of a Panzer III. And will add a German sturm squad. Sturm squads have 2 mg34, 2 panzerschrek and 3 panzerfaust and stg44 soldiers. Easier Falaise Pocket Breakout mission LINK extract the mission.xml file copy into the following folder C:\Program Files\Battlefront\Theatre of War\Missions\GERMANY\G012_Arras you may want to rename the existing mission file to bak it up. This will make the falaise mission a little easier BUT is still a challenge.
  20. For the pocket mission. I made an XML file that changes the III to IV and changes reinforcement of PZ III to stug IV. Also a pak 75mm was changed to an 88 pak. And I added alot of panzerfaust to the infantry. falaise pocket better german tanks mod link Just throw the file into this folder below. Rename the old xml file if you want to return to the original battle. C:\Program Files\Battlefront\Theatre of War\Missions\GERMANY\G012_Arras Coding of units left untouched. [ May 26, 2007, 04:45 PM: Message edited by: Nikki Mond ]
  21. This is minor but I really cringe when I see Polish armoured cars doing the Paul Bunyan through the forests. I noticed trucks do not have this ability. I suggest perhaps half tracks, armoured cars and maybe even light tanks have this abilty removed. I'm thinking its an easly element change. Unless this avoids potential path finding problems? Suppose if everything plows on the pathing is not an issue.
  22. Airborne in the swamp. I wish there were some infantry only battles with maybe only a halftrak or two allowed.
  23. It serves to distract the vehicle. Especially if you are trying to maneuver a grenade attack or panzer faust. Course the guys doing the rifle fire have to get killed in the process.
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