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chuckdyke

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    chuckdyke got a reaction from PEB14 in I just HATE playing those PanzerGrenadiers…   
    The riflemen are basically ammo carriers for the MG42 and keep their eyes open for enemy forces to snipe at them to protect their firepower which is the MG42. Also keep them as long as practical in their Hanomags aka Halftracks they are mobile Foxholes to keep formation with the Panzers. Against enemy infantry especially Soviets keep their tactical range at 300 meters and avoid allowing enemy infantry inside 200 meters. 
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    chuckdyke got a reaction from AdamPraha in How to proceed in battle ?!   
    Good tiny scenario in FB Trouble with Siegfried Imo. It teaches how to clear mines, how to clear a building and finally capture pillboxes. After that little but challenging scenario you can tackle Campaigns of the Capture of Aachen. Blow them all up. 
     
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    chuckdyke reacted to AdamPraha in How to proceed in battle ?!   
    This "technique (H) is fun when clearing trenches.
    It's really fun.
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    chuckdyke got a reaction from AdamPraha in How to proceed in battle ?!   
    Two men scout teams on Hunt. Press H after the first waypoint all subsequent waypoints also have Hide on them. I found the usually expendables have a much higher survival rate. Two rifles are not much use, unless your name is Clint Eastwood and order he locals to get off his lawn after the war. 
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    chuckdyke reacted to Anthony P. in SU 100 - Spotting   
    I saw this and immediately thought of this thread again:
     
    It seems we can actually cite historical precendence for tankers mounting grunts (that came out wrong) on their tanks for spotting!
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    chuckdyke got a reaction from AdamPraha in The anti-tank gun and its observer.   
    If it's TacAI is not coded as such you will probably come out 2nd Best. It is just my opinion. To find out for certain make a testing scenario in the editor. To establish reliable horizontal communication, I think you need to be inside four action squares. Better three action squares that is 25 metres and the Stug needs to be unbuttoned. 
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    chuckdyke got a reaction from George MC in How To Enjoy Hassle Free Convoying in CM   
    It is actually keeping waypoints to a minimum by knowing when the convoy stays on the road and when it doesn't. Attack on Son Battle for Normandy if you play Germans the first bridge is horrible and I found my carefully plotted waypoints changing position in the following turns. 
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    chuckdyke got a reaction from ALBY in FIX THE BOGGING ALREADY!   
    There is no evidence that plotted speeds influences bogging. My default setting is fast or hunt if it has riders. In a muddy affair FB, I immobilize one Sherman on average. Your case seem to point towards the map design. 
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    chuckdyke got a reaction from MarkEzra in FIX THE BOGGING ALREADY!   
    Bogging a good test scenario is a 'Muddy Affair'. Once you played a scenario go back and use it for testing. Bogging in that scenario, last time one Sherman exactly got immobilized. After 10 more times the result was the same. I figured out an 'unbogging' drill. Go back and play and experiment various scenarios. Same with 'Battle for Normandy. I went back to the tutorial with the three trucks scenario. I found out about spotting just by playing it on 'Iron'. Don't rush to die in the more difficult scenarios. I get sick having arguments about my methods test and find it out yourself about which drill you need to use. 
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    chuckdyke got a reaction from Redwolf in FIX THE BOGGING ALREADY!   
    I think regardless of what speed you plot, the tile is the cause of bogging. 
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    chuckdyke got a reaction from Redwolf in FIX THE BOGGING ALREADY!   
    There is no evidence that plotted speeds influences bogging. My default setting is fast or hunt if it has riders. In a muddy affair FB, I immobilize one Sherman on average. Your case seem to point towards the map design. 
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    chuckdyke got a reaction from AdamPraha in Firing a small "panzerfaust on tank   
    Hiding also means hold your fire. Hold your fire except in the cover arc. Excellent way to make sure a Panzerfaust doesn't get overambitious. 
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    chuckdyke got a reaction from AdamPraha in Firing a small "panzerfaust on tank   
    Panzerfaust 30 means this Panzerfaust has a tactical range of 30 meters. Yes, give it a tactical cover-arc of a range of 30 meters at 360⁰. Yes, you need to test when the TacAI does the right thing and when it doesn't. I think AT weapons will engage automatically, to do it manually may very well be counterproductive. Example why I play like this I compared Red Thunder with SF2. Often Red Thunder is more effective. I think the reason is often I play with battalion size formations and in SF2 company size. I found in SF2 I micromanaged possibly too much. As in Red Thunder it would be too time consuming. But the best way to find out is to test it yourself. Reason we have many scenarios play against the AI the same scenario and experiment.
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    chuckdyke got a reaction from AdamPraha in Firing a small "panzerfaust on tank   
    Split off an AT Team from a section put everybody else on 'Hide' or with a cover-arc. 
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    chuckdyke got a reaction from AdamPraha in Turn off the red cable. I want the tank to drive itself. Not in formation.   
    The fast move of identical units doesn't give each unit the same speed. One tank on fast may ford a river whilst the other negotiates flat terrain. The engine adjust speed as required. Moving fast is my default when I move armor. It reduces the time they may get targeted. For example you don't gain anything plotting slow when fording the engine adjust to slow anyway. 
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    chuckdyke got a reaction from Probus in Searching for Mines   
    It doesn't matter even if the unit is exhausted. It won't affect their performance in the slightest in finding mines. It affects only their move orders they can do the standard move (N) and the slow move (O). Spotting and firing is not affected. I appreciate we all play the game differently. I use slow finding mines that is the purpose of engineers and breaching obstacles. Once they achieved this regular infantry takes over. I use slow a lot when the terrain offers concealment the unit moves under LOS. Other units which move on slow are FOs and HQs. Not meant for combat and if they are exhausted it is fine.
  18. Like
    chuckdyke got a reaction from Probus in Searching for Mines   
    I tested it in Red Thunder (Soviet Engineers), best results are, move slow with a waypoint on each action square. That the unit gets exhausted doesn't seem to make any difference. It is not fool proof but at least they detected two mines against one casualty. They didn't stop at a mine on hunt. 
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    chuckdyke got a reaction from FlammenwerferX in Combat photography: Photos from the front..   
    NO MERCY!
  24. Like
    chuckdyke reacted to CarlXII in I didn't know you make your AI tanks do this.   
    The AI areafire feature that got added a while back is a small but very useful feature. It adds a nice punch to the AI. Regular infantry squads and other supportweapons like machineguns etc can also be set to do simular things and the AI on-map mortars can now provide some decent, well timed, indirect firesupport.
     
     
     
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