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A Canadian Cat

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Everything posted by A Canadian Cat

  1. Indeed. And I for one would rather have some data to back up my gut or change it: Having said that I am not sure if I have the fortitude to do what @c3k is suggesting. It must be because I don't like beer:)
  2. Everybody out. Wait don't do that stay take cover it is your only hope. Sigh The remnants of 2 Platoon are all pinned and no longer combat effective. Try to get one of 1 Platoon's Shrek teams into a useful position. Everybody back in - well those that are able to accept commands.
  3. Thank for the comments. Any thoughts on the test I created and reported on in post #66? Is that on the right track? What would be needed - apart from lots more iterations? My gut says the same. I can see a path to getting some repeatable numbers of some kind. My biggest worry is: what help is that when I do not know what I should be expecting? How do we figure out if what we are seeing in any given test is what we should be seeing?
  4. September is getting off to a late start but there are two more scenarios of the month starting soon over on the Blitz. This month the scenarios are: CMBN: CW First Clash CMFI: Bon Giorno Tomahawks Forum discussion over on The Blitz - sign up here
  5. Yep, there is even a test scenario. Run some more, use it as inspiration of your own or just change it and get more information.
  6. Oh that does suck. Been there before - we all have. What did the hit text say for that one? Was it a penetrating hit?
  7. @womble is spot on. The only thing I would add is that taking on tanks from the front is not usually a successful strategy. The trouble with taking tanks on from the front, even from concealment, is that you only get one shot before you are spotted. The trouble with these tube weapons is they often take two or even three shots to score a hit. Given that you need to take care to get flanking or rear attacks. Case in point in this AAR you can see two of my Shrek teams are pinned down facing three Stuart tanks. They were spotted very quickly and have been under fire for many turns now. Occasionally they have rallied and managed to take a shot but none have connected. I think they have fired 8-10 rounds and missed them all. www.battlefront.com/community/showthread.php?t=110644 Correct my Grenadier Battalion has very few Fausts - lots of Shreks. I have an armoured company that has no Shreks but lots of Fausts. Earlier in the fight they were too far away from the enemy. Some of them are just now arriving in the town I am working to clear so perhaps we will see some Faust action. http://www.battlefront.com/community/showthread.php?t=105660 Most recent post - in this case a successful Shrek hit is #365 http://www.battlefront.com/community/showpost.php?p=1467539&postcount=365
  8. Oh I did and often units in a trench and hidden will survive unscathed. However that round landed right in the trench. Not much you can do about that and you cannot hide if the damn shell lands right next to you.
  9. Cool I already sent this to a friend of mine who is learning to play.
  10. The last man standing from 2 Platoon HQ proves that you cannot outrun bullets. 1 Platoon start off looking good. They make it to the trenches just as all hell breaks loose at their old positions. As the turn closes a round lands right in the trench killing 5 men from three different teams. This sends the whole platoon into a panic. I hope they stay in that trench. The remnants of 2 Platoon are all ordered to find cover.
  11. I just finished having a chat with @Dungeon Tiger. I told him about his amazing luck with the TD. He claims it is skill. Perhaps skill of the TD crew. He claims to have "many platoons of tanks" in reserve. I don't believe him but there must be something guarding the rail crossing village so he probably has something more to send at me. The only tanks left that I know about are two Churchill tanks and the TD operating in the town. Plus there are several near the orchard as well. Some of them I suspect are immobilized. It is not clear how much is coming my way but the faster I can get the town in my hands the faster I can get ready. Members of 5 Company are arriving with a Stug next turn. So that will help.
  12. With the uber Achilles out of town my lead platoon goes forward to fill the vacuum. They should be in a position to make life miserable for it if it comes back and one of their Shrek teams might even get a shot at it from good cover. I move up some infantry near the farm to make sure that tank crew is dealt with. Plus I adjust the Shrek team’s position so they can ambush any following tank but are not in the same location if there is a next time. Problems Update: I remembered to cancel the gun’s move order last turn. What happened was a surprise. The rest of the crew ran over to join the lone crewman who pushed the gun across the field. Now that they are all in one place I have ordered the truck to go and fetch them. Hopefully in a few turns they will be back where they are supposed to be.
  13. This minute is a bit of a mixed bag; one good success and one unfortunate failure. First the crew of the Churchill tank the Panther dispatched last turn do not last long against my infantry. Then Dungeon Tiger does something very unexpected with his Achilles tank destroyer: he moves it to attack a Stug head to head. Those guys have a nasty gun but they are pretty fragile – well not this TD: Amazing luck this guy has. The Stug gets two hits and has no effect on the TD but the Stug is dispatched. Thankfully my set ambush over by the farm goes very well. Dungeon Tiger had a Churchill tank sitting just back from the farm buildings. I set things up so my lead infantry were not visible from the tanks position and they were backed up by a Shrek team that could see if the enemy tank moved forward. That is just what the Churchill did this turn. The tank spotted the Shrek team before they fired but just. They silenced the tank with the first shot, forced the crew to bail with the second and added one more for good measure and destroyed it (not shown). The crew comes under immediate fire from two directions.
  14. Thanks for the explanation. I was clearly not making the leap. And yes I would agree that it is:
  15. Nope, good tactics. Buttoned tank, hull down. He will not have difficulty spotting enemy armour, which is your desire. That is, assuming the tank has LOS to the ground you intend it to cover.
  16. Oh this must be it. Cool!!! I read that like six times and never really thought it referred to the use of new game features, such as a command, but instead the regular kind of lower case a ambush that we can all do now with a bit of careful placement and cover arcs.
  17. Ahh, any time an AT rocket was fired inside an enclosed space. I'm not getting it explain it to me like I am six I looked, again, at Cpl Carrot's comments and gain I must be thick or something because I'm still not seeing him hinting that you are right. Can you hold my hand like I'm four and point it out to me. You are correct: You can already fire PIATs from buildings. That is not new. I might be 46 but sometimes my first digit needs hand holding and my second digit needs things explained v-e-r-y s-l-o-w-l-y.
  18. The pilot and co pilot are seated behind the front seats facing the wrong way. Wait that means no one is looking forward - Attack they cannot see to the front!!!!
  19. Or alternatively have the scenario end be when the bridge would have been blown. "You must secure the bridge and surrounding buildings before the order can be received to blow the bridge."
  20. Oh that sucks. I have very close to stopped using cover arcs (only use them to: keep guys from firing at long range or at all - only circular; allow an immobilized tank to face a different way - only 180 and right to the edge of the map; keep some AT asset from exposing itself to infantry - armour cover arc circular covering the entire map) You mentioned one? What - please hint because I cannot find it. And it cannot be the PIAT firing from indoors because that is *not* new. I have a request. Could you identify your turns by the clock instead of turn number, please. Something like Minute 50 or Minute 50-49. That helps us keep two AAR's in sync.
  21. You are turning out some great screen shots - keep up the good work.
  22. I have a request. Instead of turn numbers could you identify the turn by the clock time? Please. Something like Minute 32 or Minute 32-31. That makes it much easier to keep the two threads in sync. Or better yet, it might make him think that you are missing him totally.
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