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A co

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Posts posted by A co

  1. It would be nice to have a 'button up' mode in which the passengers duck fully below the rim of the armor, and in which the MG will not be automatically re-crewed after the gunner is hit. And heavy fire should trigger this buttoned up mode, as it does with tanks. (I don't remember how buttoning up currently affects the gunner.) This might eliminate some of the multiple casualty events now happening with halftracks under small arms fire. 

    But these issues have been discussed in very similar fashion and at length on the forums in recent years, and BFC seems to feel it's not important enough to address. 

  2. You can also use arty to influence your opponent's decision making, without needing great accuracy or a lot of kills.

    Will he keep his infantry in a treeline under harassing fire which might never let up?

    Will he move a critical irreplaceable team (FO, gun or HQ) into an area where where random treebursts are happening?

    Can he tell the difference between the fall of spotting rounds and a harassment mission? 

    TRP's are also very useful to bring in a mission and then use LOS to adjust fire to where you really need it- 'improvised precision artillery'.

  3. The game engine seems to treat men in bunkers as if they were vehicle crew- therefore they have no 'cowering' response to being fired upon.

    Infantry will fire at the front of a bunker, in my experience, because they have a small chance of hitting a crew member through the firing slit.

    Under most circumstances it is a waste of ammo and gives away the firer's position needlessly, and I wish my units wouldn't do it without orders to. But if you have a lot of time and ammo you might eventually kill all the crew. 

    I can't comment on shooting at the side of a bunker. 

     

     

  4. Things I like about the short-barreled 75mm infantry guns- 

    Can do indirect fire if needed.

    Stealthy firing signature. 

    Some degree of AT potential. (Don't expect miracles.)

    Things I don't like-

    Not very accurate. 

    Remember with all guns-

    Crew may abandon gun (permanently!) if a man gets hit while the gun is not in cover. Think carefully where you move.

    Gun can't be in a heavy forest tile. Check the terrain when planning your day. 

    With the 45mm guns-

    Worthwhile to shoot at even Panthers from the side; not really worthwhile to shoot at Pz IV from the front.

    -Just my random thoughts based on a few battles with these guns. 

     

     

  5. I was kind of wondering if there are two Sturmtigers making appearances over that hill, because a reload time of two minutes is far shorter than anything I've read before, for this vehicle whose projectile weighs about 700 pounds.  And I can't picture the crew handling that thing while the vehicle is moving.  

    But I know it's a fun unit to be in the game and maybe BF gave it a quick reload time so the players would get some kicks out of it.

  6. I played about half this battle a long time ago... As I recall, some of your assets are allowed to suffer a lot of casualties because they will be replaced later. I got some benefit by using my MG's and SU-76's to do suppression from a distance. I think it's OK to go slow because you have a lot of time. And there are opportunities to have some teams run forward when the enemy has been hurt. And don't go at him like an even wave, find a good spot and concentrate your attack there. 

    A certain amount of frustration is inevitable. I lost several SU-76's to mines too, with men riding on them.

    I didn't finish the scenario only because there are so many units to give orders to, and human opponents are more fun.

  7. There are several types of cases where I find it 'sub-optimal' to leave enemy stragglers bypassed in cover, even if I have a team to try to baby-sit them. 

    Where they have several routes to crawl out and cause mischief with special weapons, by spotting my units, by having a radioman I didn't see who can call arty, a bazooka man or Panzerschrek or sniper I didn't see. Even if their start position had no LOS to anyplace, they can crawl away. 

    Or where you end up with a network of enemy stragglers in your rear area. Or want to bring up vulnerable units like unarmored Flak, mortars, FO jeeps, etc. 

    For reasons like this I feel like there is quite often no choice but to pay the price of clearing copses, houses, etc. And this being a game in which you know everything your most isolated stragglers know, these stay-behinds have value as targets.

  8. The 251/17 halftrack had a 360 degree gun traverse in real life, right? So why is it represented in the game as having a very limited, forward-facing, field of fire? Is it not possible to code a 360 degree weapon traverse on a German halftrack? It's a rather sad sight when the vehicle is slowly turning to try to follow a speeding aircraft, when the turret should really just whip around to engage the target, as Flak normally does. 

    Also, should this vehicle really have no loader or commander in the crew?

  9. Did the Soviet MLRS have the ability to fire smoke? I checked in the game at once (only checked one month of the period the game covers) and there was no smoke mission available. I had thought throwing smoke was one of the important uses of the system. 

     

    On a separate note, my advice is don't try to cover too large an area with the 82mm rocket barrage. They need to be concentrated in a limited space to have much chance of causing casualties. Otherwise they will not 'flatten' or 'wipe out' anything.

  10. There was a fairly complete discussion of the laser warning/popping smoke/ backing up issue on this forum a while ago. Some other people didn't like it either, but it can't be turned off. If you're moving 'fast' the vehicle will not back up when it gets lased, I think. 

    RT probably has an easier learning curve because it depicts older more familiar tech. I doubt you'd regret purchasing either game. I haven't got BS yet only because I'm busy having too much fun with the WWII titles.

  11. It's not just you, sburke. I think the game is thrilling, actually.

    There is also the issue of being willing to meet the game halfway, being willing to accept the 'language' the game is talking in, in terms of graphics, concept, choices available, etc. For my part I have no problem doing that here. 

    Sometimes even the limitations of a game can be part of its charm. Think of Avalon Hill's 'Tobruk' for example. It was very limited in scope, but very detailed in what it covered, and I thought it was very cool. (Pretty sure that was an AH game.)

  12. One thing these little mortars can do, like any mortar, is drop a shell into a foxhole, trench, or depression, where bullets can't reach. The possibility of treebursts is an advantage too. If you're facing these kinds of cover, you can save the 2in mortars for that. 

    With a bit of luck they pack a punch as well- I've had complete four man teams wiped out by a single 2 inch shell hit. 

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