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Attilaforfun

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Posts posted by Attilaforfun

  1. M1 armor is not steel. Total casualties from 14 Stryker hits....1. A seasoned Soviet soldier hitting does no more damage than the peasants we fought. Read this carefully....14 hits one soldier was out of the fight...

    I do play the WW2 games and you'll note no complaints. The armor of 1940s tanks doesn't even compare with the armor of modern armor tanks. 

    I also don't understand the diversions. Skill level, AI, tactics....those are all extremely important topics....but have nothing to do with what I am talking about. Imagine if 37mm ATGs had a 50% kill rate against KVs. Would you agree that was an issue?  

    If the fatality rate is raised it will necessarily effect tactics in an unrealistic way. The US Army isn't nearly as cowardly as it has to be in this flawed simulation.

     

  2. 6 hours ago, Zveroboy1 said:

    Is it possible that perhaps your tanks are just too close to enemy positions and/or not screened properly by infantry if you're getting hit by RPGs so often?

    That's just silly sorry.

    Hezbollah in Lebanon? I don't know about stopping the Israeli offensive entirely but they sure disabled a handful or merkavas.

    https://calibreobscura.substack.com/p/hezbollahs-favourite-atgm

    First link that I came across with a quick google search.

     RPG armed insurgents engaged at  less than 200 meters on a regular basis. At least 14 hits on Strykers. One kill that was actually an issue with SOP (POL storage...rocket did not penetrate). One penetration resulting in one serious injury (The XO...flew to Germany and survived). That's real life. That's where I'm getting the 'silly' hit/kill rate from. Where are you getting your info from?

  3. I purchased SF1 when it came out. I stopped playing after my first mission when Strykers were burning from RPGs. RPGs simply aren't that good. Not even close. Were they then there would be no need for heavy armor as it would be obsolete. I  DL SF2 and play the scenario w US tanks. ATGMs are tearing up the armor. Then RPGs when you get into town. These games are supposed to be realistic yes? When is the last time an M1 was killed by an RPG IRL? They've been fired at THOUSANDS of times in Iraq. Hit hundreds...to my knowledge no dead tanks. These are a mix of A1s, A2s and SEPs. No APS. No dead tanks....

    How about we reduce RPG accuracy by 50% and killing power by 90? ATGM hit rate is fine but I see no where in real life where Inf with ATGMs stop armor. No where. 

    Anyway this was my war. I would love to purchase and play....but there must be some realism.

  4. 12 hours ago, Thewood1 said:

    That's true of almost any business that has any connection to the internet or social media.  You can't be in business today in the US if you have thin skin.  You do what's good for your business.  If you are too concerned about what people think about you, your business's days are numbered.

    Or if you display too little concern...

  5. Same here for vehicles in  La Gleize. The roads are too tight. My solution is only drive the tanks and halftracks through town that were engaged in the fight (and you can get them through town, it's just a pain). Everyone else is lined up outside of town and going around cross country. No one has been more than temp bogged yet!

  6. 35 min in and It is awesome. have you ever had a car chase in the dark while playing CM? I did in this scenario. A PZ IV got passed on the road by a loaded US deuce and a half. Passed! My turret turned but didn't fire. The truck disappeared around the corner in the dark! I had to chase it for 2 turns not knowing if it had turned off as all I would see were occasional noise indicators. Outstanding.  

    @George MC you need to look at this one. I believe you'll appreciate it.

  7. I can't speak for the javelin or any Sov ATGMs...I've never fired them nor seen them fired (plenty of rpgs though). When you fire the main gun on a tank it fires instantly like a rifle. When you fire a TOW there is about a second pause before it leaves the tube while the gyros are spinning up and the rocket is firing. It doesn't sound like much but the Sabot has already hit the target.

    Don't misunderstand....not beating my chest here saying I'm all that. Ha! Hardly...I just happen to know these two particular weapon systems and the vehicles that haul them around. 

  8. 5 hours ago, IanL said:

    Based on? I am in no way making a disparaging comment in any way. My opinion of where the cut off should be is of zero value since I have no experience and have done no reading on the real world systems we are talking about here. Show some info to back up your opinion and you will instantly have more authority than me (and I claim none).

    A decade as a 19K finishing the last 3 years with the infantry on a TOW Stryker. I fired both systems MANY times although only the TOW at live targets. 1300 meters is point blank and if both systems fire at the same time the sabot will hit (and kill) and another round is on the way before the TOW strikes. The sabot punches through reactive armor like butter. The TOW 2B top attack is still an unknown as far as I'm concerned but is still slower. 

  9. 38 minutes ago, IanL said:

    Range plays a factor. The ATGM has the same ability to kill at any range. The AP round's energy goes down the farther it has to fly. At some point the TC makes the call that they should switch to launching ATGM instead of AP. I think there is room for discussion if that cut off is correct - I have no idea. And room for discussion that the TC might want to switch to AP when the enemy APS takes down their first missile.

    1300 meters is close. I'd much prefer sabot...if it was 3300 we could argue.

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