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A co

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Posts posted by A co

  1. There was a thread about this kind of issue some time ago. The conclusion seemed to be that regardless of where the hit occurs, it's treated simply as a 'front hull penetration' (in your case) and the damage or lack thereof is random. 

    What I mean is a penetration  on the driver's hatch is no more likely to injure the driver than a penetration on the far opposite edge of the front hull, as far as the game engine calculates it. 

    Given that, two hull penetrations failing to immobilize the vehicle is a bit unlikely but still is something we will see from time to time. 

    And yes, the specificity of the hit decal location ends up deceiving us in our expectations about damage.

  2. 'Gates of Warsaw ' is good. Combines tanks, infantry, open spaces and close terrain. The Germans won when I played it h2h, but I can't say necessarily that the Germans have an easier time of it. Beautiful big map that takes advantage of CMRT's capabilities. Enough time and space in the scenario to think strategically and to have a lot of choices in your actions.

  3. 2 inch mortars are good when their larger parent unit is present, with vehicles carrying extra 2 inch ammo.

    I normally use target light because the continuing danger to the enemy is more valuable to me than taking out one of his teams with a full 2 inch ammo load. 

    They're good for harassing or attriting targets hiding out of sight behind hedgerows. I save them for targeting valuable units like HQ's and spotters. 

    I don't count on them to pin the target, but to make the opposing player feel the location is unsafe and have to move away. 

    In a current battle I'm using them to prevent the enemy from having a safe jumping-off line for his infantry assault. 

    Of course it's best to avoid using them at long range, as their accuracy suffers. 

  4. Some advantages of splitting squads, as I see it-

    A small team can move and get into cover more quickly. A moving full squad ends up like ducks in a shooting gallery once the enemy orients on them.

    A team can make better use of small divided areas of cover than a squad.

    As mentioned before, divided teams are harder for the enemy to keep track of. 

    Divided teams can see more terrain then a full squad, because the eyes are further apart, so to speak. 

    Squads bunch up at waypoints too much.

     

    Whole squads are of course easier for the player to manage, but the effort of managing teams is worth it.

  5. I don't think Orwell had ever been connected to fascism, though he did go from pro-communist to anti-communist over time. 

    Such a continuation of the war might also have had the aspect of an almost continent-wide partisan war. Communist partisans in France and Italy, nationalist partisans in Germany, Poland and Ukraine, who would have kept fighting as long as the conventional war was not settled. 

    But I think the main question for the leaders of East and West would be the will to crush such a huge enemy, and the presumed benefits you'd get for the expenditure.

  6. Has anyone ever seen a grenade thrown into an open topped vehicle? I have only seen my men do the 'grenade/close assault' function causing explosions on the outside of the vehicle. Are open topped vehicles more vulnerable at all to grenades in the game? I'm starting to think they are not.

  7. It's probably an oversight by scenario designers not to include them more often.

    The 45mm is a very handy weapon- hard to detect at long range, good with side and rear shots when being bypassed on  big maps. and even has a cannister round. And when you kill a Panther with one, you do feel very clever!

  8. You might have to set up a test to find out.

    I do know that the 'barn' category of buildings is easier to destroy and provides very poor cover for troops inside it.

    Also, different types of 75mm guns, for example, have different amounts of explosive in their HE shells, so that is another factor to consider. 

  9. Fitting in one squad per bird was never a goal in Air Assault operations, at least in my day (previous millennium). You would reform the squads from the 'chalks', ('chalk' being the helicopter-load of people) on the LZ after landing. We had 11 man squads, plus maybe Dragon or M60 teams added, plus platoon HQ & RTO, etc. and the squads were almost never at full strength anyway. So the real size of the squad could not be predicted much in advance, certainly not to match it neatly to the capacity of the aircraft. (Which varied according to the atmospheric pressure anyway.)

    Don't know how Mech infantry used to do it, in their M-113's. 

  10. In WEGO there isn't really a way to get them to retreat immediately upon contact.

    You could try some tricks- have the vehicle dash out, pause a few seconds, and reverse to cover. With luck, you might get to see something without getting destroyed. Or you could have the vehicle advance slowly under cover of a forest; vehicles in woods can sometimes avoid being spotted. 

    Of course if you have time let the crew park behind cover, dismount and observe on foot. 

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