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Stimo

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Everything posted by Stimo

  1. Another suggestion I would make is about units talking. When you select a unit, it usually says something like "ready sir !". Basically, I know it's ready to be given orders when I select it. What would really be usefull, is that units say "ready sir !" when they accomplished last order, so even if I don't look at it, I hear this unit is ready for next action.
  2. In conclusion about ambush policy, the best is to keep an eye on the trap and trigger it manually. After all, that's what we commanders are paid for. I knew about the Archer built "upside down", but simply didn't tried reverse He couldn't saw the 1st group, but other units could. This and other things I saw in my early hours made me figure units were to march towards the sound of the gun. This seems to be finally wrong. Last question then : why do those units we left at the rear without orders allways go to the frontline ?
  3. What about prisonners ? I played a lot since I downloaded the game, and never took any prisonner, even when unarmed crew are encircled, they don't surrender. I have to kill them I was not such a bloody commander before ToW.
  4. Sneaksie, thanks again ! It's now clear that I didn't understood everything I saw in game. I allways refused to let my tanks go forward to engage an ennemy it saw but couldn't fire at. I'll sure try this, and specially observe if it comes back to previous position. About SPG turning to face enemy, my remarks came from 2 observations. First : Please imagine a hill. On southern side, my PzIV/70 oriented to east. No enemy in this direction, but I wanted to set an ambush this way. On northern side of the hill, about 250 m from my tank, ennemy armored cars, light tanks and infantry. Note that my panzer couldn't see them. With "don't move" assigned to my panzer, it stood looking at east, but simply refused to fire when another ennemy tank group came in my ambush zone, because none were exactly in front of him. With it's freedom to move, my panzer left his place to engage the first ennemy group, and was instantely destroyed by flanking tank group. Second situation : Multiplayer game. A hill again. I'm west with british armor. I have an archer* Ennemy with german armor coming from east. I gather my tanks in compact line to face ennemy. My policy is to wait him to come, but archer goes to him. I stop the archer and issue a "don't move" order. When ennemy finally comes, the first that can be shooted is at 10 o'clock from the archer, but it doesn't turn... and would surely have died if my other tanks hadn't broke ennemy's gun. Do you understang why I talked about SPG to be able to rotate when ordered not to move ? BTW : why is the archer so slow in game ? It's speed is set at 5 km/h, but I saw that it's cross-country speed was almost 12km/h (8mph). sources : http://www.wwiivehicles.com/unitedkingdom/tanks-destroyer/archer.asp http://en.wikipedia.org/wiki/Archer
  5. Thank you for your answer Sneaksie. I knew there would be a problem with my first two suggestions : it's caused by my english rather than my logic. I'll try to be more explicit : When planning an ambush with antitank vehicles, you want them to spot a certain place, don't move and be ready to instantely deliver the first shot if armor is sighted. If you don't issue a "don't move" order to a vehicle, it will advance on it's own, sooner or later. This can ruin an ambush. If you order "Don't move", vehicles will stay where you want them to be, but SPG won't either be able to rotate in case ennemy ARMOR comes from slightly different direction. That's why tanks & SPG should have different behaviors depending on ennemy they locate : - Tanks & SPG should be able to rotate to face ennemy armor for better protection. - They shouldn't change the orientation they're ordered to watch, to fire on low-level threats. This I didn't knew... I thought they decided to go hunting on their own when bored to wait...
  6. I posted a french translation of Sneaksie's post on my site : club-FFL I knew I would make the right choice with ToW. Practicing the game and reading informations about further developments let me think that this game will become the greatest WW2 tactical simulator. As I now see, we are read by developpers, so I'd like to tell them about what I think : - when you order a "don't move" order to a self-propelled gun, it should be allowed to turn and change it's orientation to face the ennemy automatically. - when a unit is ordered to rotate to a certain direction, it shouldn't change on it's own unless a real threat : if often saw StuG or SU I ordered to watch a place where enemy tanks were about to come, turn to face enemy infantry coming from another direction. - (maybe CM-player defect) : combat formations, such as 'line', 'wedge'... are far too expanded : we all know how important is firepower concentration... I want to be able to form very compact tank lines. - what about modifying trenches so they include gun positions ?
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