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chuckdyke

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Everything posted by chuckdyke

  1. Democratic system in Australia. ScoMo just got voted out, his pension? AUS$328,162 annually. The world is not coming to its end when you lose an election in Australia. Russia keeps us baffled.
  2. Russian army should be running short of toilet paper. Here is a common sense solution from a veteran.
  3. *SPOILER ALERT* For people who have not played this scenario. Soviet infantry are handicapped by the lack of radios. The network needs to be established with their armor, observers, and HQ above company level. Once you have shared the tentative contacts the attack or assault can commence. Indeed, otherwise your losses will be unacceptable. Infantry on its own can only probe. Trees were temporarily disabled for illustration purposes.
  4. My game is influenced by your rules. I see them as guides but very useful. Artillery: WW2 Kesselring was in Nuremburg and had to answer why he went ahead with the bombardment of Rotterdam. His defense was the bomber crews didn't see the flare of the ground forces. It was pointed out flares should be used to confirm a mission not to cancel it. I feel artillery could be canceled for this reason. I know Kesselring talked about the Luftwaffe, but even Soviet infantry had signal pistols. But I think Soviet artillery shouldn't be allowed to adjust it. Kind regards.
  5. Suggested tactic for Soviet infantry for the attack. Mount your infantry but split them before mounting. It takes a little practice but I soon got used to it. The T34/76 has only two men in the turret. If the commander gets killed you lose the gunner. Better have a scout on the engine deck. They won't combine on the tank if you give the tank a pause order followed by a move command. The infantry unit you wish to dismount should mount the tank first. Once he is mounted you give him a dismount move, He won't dismount because the tank has a move order which is paused. Now you can mount the two men scout team. Soviets need armor for the attack without it they don't pass on their contacts. Mounted infantry have acces to the tank radio.
  6. They defend unless supported by armor. Soviet armor are units with radio, and you need them to generate tentative contacts to other units. Tactics I learned from @Hapless in regards British CW. With your LMs I don't target direct fire upon full contact but area fire at the same spot because I want to keep shooting once the German unit is suppressed. Also use the T34's MGs in this fashion but first make sure there is no German Armor or AT guns nearby. Also review your tactics with the Soviet HMGs are very useful weapon.
  7. I think I have the answer. I think the cover of his hidden unit was sprung by a red spy unit. I experienced such a unit in one of the NATO battles. If you're lucky you get a fleeing tentative contact. He also plays on Iron and if it is not a bug the spy unit had no Icon for the blue forces when I played the German army. Possibly he entered the building the Red Spy left the building and gave a strong tentative contact to the Red Technical Unit. If a scenario says strong population density, I take this into account. *SPOILER* The German scenario was Halt Hammerzeit. I thought the fleeing contact was a bug, but I suspect strongly it was a spy unit. A unit with no icon makes it extremely hard to spot. I managed it only once. I still don't rule out it is a bug but I don't think so now.
  8. I think the purpose is to suppress perceived recoil to hold the sight on target. We did something similar with the 1911 for competitive pistol shooting. It is not the function of a silencer.
  9. 1911s predated WW1. In IPSC you had Aimpoints and suppressors. Which gave the shooter an advantage of less perceived recoil and with a sight picture in which you could have in focus both the target and the sight. I think this will achieve something similar.
  10. Do you stop him from making a bad decision or let you let him get on with it? Never stop an enemy making a mistake.
  11. 7.62 mm 54R is suitable for rifles, MGs, and HMGs I can't see the soldiers putting their ammo in belts or drum magazines. It is just an omission, I think. We have some control of how they lob hand grenades but not full control.
  12. *SPOILER ALERT* Playing the fictional Loamshires which is very enjoyable. Here I tried to put together a 'Leader's Recon'. We can't peel the sergeants from every section, so I did the usual two-man scout unit instead. The patrol consisted of the Platoon's HQ with 2 scouting units from the first and second section. Looks like they saved a Sherman Tank or Tanks so far. Even in WW2 a radio is useful to ensure the Company HQ and above get the intel. Scouts spotted a priority enemy unit. I find the PAK75 a worse menace than the 88mm in view of its much lower profile. Not much good to scout if you don't have communications with your C2. Overall situation.
  13. The vulnerability in this game are the soft factors especially in modern warfare. This is the only game which I know takes it to this level aka the will to fight. You achieve it when your opponent presses the cease fire button. They do it when they keep losing units when they don't have an idea where the fire was coming from.
  14. Modern thermals make a tank spot a sniper in a window and take him or her out. Observers shouldn't be positioned near windows. How do you know they were spotted by the technical?
  15. Choice of direct targeting or area fire eg Mgs. @Haplessdo showed how to do this in one of his videos. You move the mouse pointer a little away till it shows area fire. I found it a little finnicky. After direct targeting an MG stops firing after the full contact becomes a tentative contact. This problem can be overcome by fiddling with the mouse pointer. An assault team could be more at risk when the Bren gunner stops firing.
  16. The observer is the HQ unit I wouldn't position the guy with binoculars and a radio in the same vicinity as the MG position. I showed how you can create a Key-Hole position inside a building. My sniper unit won't be easily spotted. Your MG position would be better off on the lower floors. Once they receive fire or an assault it is hard to withdraw.
  17. *SPOILER* SF2 Breaking the Bank. The way to position observers, snipers etc. On the top floor with balconies. Make him face away towards a direction where there are no windows or balconies. Now give him a pause command before placing a cover arc. What I know I know from somebody else. You can do something similar if you want to split units inside transport.
  18. You're wrong if you give them a pause command. To be right with this game you need to study macro management.
  19. There is a trick to position your troops near the walls opposite the windows but let them still look outside that window. Great for snipers and observers. They also don't position themselves on balconies.
  20. I can't see it coming because there may be a good reason for this. The game is about producing a tactical solution in each scenario. To rely on captured enemy equipment is probably not one of them. Or to rely on Audie Murphy standing on the engine deck to operate a .50 Call and kill a company of Waffen SS is another one.
  21. I liked this professional video with some simulations thrown in.
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