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holoween

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Posts posted by holoween

  1. XAXvIMw.jpg

    sdgl6vO.jpg

     

    Nice scenario.

    Its quite incredible just how bad visibility is in this one.

    Ive had several instances where squads literally walked into each other before seeing anything resulting in heavy casualties to whoever spotted the opponent a second later.

    I didnt get the farm objective because there is a single guy just casually sitting in the middle of my men and they had no idea. I was certain the zone was clear but it ended up not being the case.

    I never even kew there was a second at gun until i read the forum posts after the battle and went back to look for it on the end screen. Turns out i had hit it perfectly with area fire because i expected a mg there.

     

    On 2/12/2019 at 11:50 PM, Bulletpoint said:

    About your intention that the Germans have superior firepower to make up for the visibility; I am not sure that's true. The German Stg44 doesn't really give much advantage even in a close fight like this - probably it's better than the K98 but it is very inaccurate and mostly it just makes noise. Meanwhile, the US Garands, tommy guns and mounted machine guns are also murder at these ranges, so I'd say no side had the advantage in small arms firepower.

    I disagree with this asessment. The Stgs are a significant step up in firepower and vital to a successful mission unless you play very gamey and simply shoot every single piece of decent cover with stugs before moving anywhere close. The americans only apear to have similar firepower because the visibility in this scenario means they almost always get the first shots in against moving oponents in the open at close range.

  2. 13 minutes ago, Bulletpoint said:

     

    This abstraction generally works ok, but there's often a mismatch between what the human player sees (a couple of trees, no big deal) and what the game sees (a tree tile with 3 trees on it = very heavy density forest). So, in your case, you see something that looks like trees shouldn't be an obstacle, but they are. In my example, I'm seeing something that graphically looks like it should block all LOS, but it doesn't. 

    To elaborate the issue is that individual trees sometimes matter for example for attack ground targets and for actually shooting through. this leads to the situations i made clips of where aparently there is clear line of fire but my shot gets intercepted by something but the return shot doesnt. especially noticable in the first one where a 90mm ap shot gets absorbed but the return 105mm heat shot works just fine.

     

  3. 7 minutes ago, Bulletpoint said:

    They are not magic, but they are much more abstracted than most people realise. We see individual trees, but the engine sees "tree tiles of a certain density". In your video, your shell is assumed to have hit some tree, even though it doesn't look like it actually hits anything.

    As far as i can tell Its a simple save roll if your vehicle is near trees hence magic.

     

  4. 22 hours ago, Ivanov said:

    I think 90% of sales on the wargaming market is the US ( the traditional grog wargaming, not World Of Tanks or FPS crap ). I know this, because I made pools on the boardgaming and computer wargming FB groups and such were the results. More than 60% of the players are also 50+ years old.  That's why we will continue getting Normany over and over again. 

    Tbh i think that asessment is entirely wrong.

    If you want to specify englishj speaking market i would agree. The problem is that in europe the age group 50+ doesnt really speak that much english so if a game isnt translated it wont be picked up.

  5. 1 hour ago, Bulletpoint said:

    In contrast, imagine you're in the desert with full view for miles around. There's one building about 100m away. As a human being, you know if there's an enemy nearby, he absolutely has to be in that house, because there's no other place to hide. So you send forward your maneuver element while the overwatch element obviously watches the house. The moment an enemy pops up in a window, it takes a fraction of a second to fire accurately on him.

    IRL that target fixation works both ways though. if your opponent has a trench 10m next to the building your men might not even notice the fire is coming from the trench and not the house.

     

    Also this focus on certain places can be done with target arcs ingame.

     

  6. 12 hours ago, Ch53dVet said:

    I haven't done this yet but, after, my first go at it, I wondered, if placing my, soon to be destroyed, troop transports/supply vehicles, perpendicular, across the interior and exterior entrances, (that is, of course, after taking as much ammo out of them as I could, including, equipping the drivers and dismounting them to positions inside the fortress) would help keep my troops from fleeing the fortress which of course would delay the enemy troops from getting themselves embedded inside the fortress until my reinforcement's arrive, looks like I'm going to have to fire it up and give it a go.

    Ive tried that in my first playthrough and it didnt work. their tanks simply drove through them.

  7. 11 hours ago, MikeyD said:

    There's an interesting little line I just read from General Harmon in his 'lessons learned' report on 1st Armored in the Tunisia campaign. He said:

    I seems players (myself included) often try to figure out how to take an objective with the minimal necessary force. We don't often consider maximum necessary force. If demo charging a building wall would help in you assault maybe demo charging all four walls would work better!

    Problem is that if you apply maximum force each time you will run out of ammo half way through the misssion. On top of that to apply that force you have to first find your opponent and that is the point where the majority of the losses will occur.

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