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SGTJAW

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  1. Jesus I thought the ingame version was excessive! I believe I had this version and I was under the assumption that the heavens would open on the hill too so I only had 3 TOW's up there, one took a T-64 shell to the TOW pod fairly soon but the other two fired until they ran out of missiles. Well he had some misses with Korea but this was definitely true... I was still under the impression this would be like some M1A2 SEP Abrams against T-64's, this was not the mindset for when I got to 'A hill to die on'...
  2. Yeah it is whiplash inducing to move from my last purchase, BS, to this! My naïve overconfidence in American tech cost me more than a few M60's... Saying that the raised head of a TOW-2 and the dragon are both remarkably capable at laying down enough hate to force a win while remaining alive and that has basically what has carried me! I've found that M60's get 1-2 hits then are turned into a colander.
  3. I did keep thinking that it was experience over all else but kept forgetting to check by the time I reached the end screen! Looking at the other comment from Redwolf, I didn't know rangefinding technology was at that point by the 80's, my apologies. My thoughts was that it was still seat of the pants firing like in WW2, not so! I really liked "Hill to die on" Somewhat annoyed the tanks in that original push wait until they regroup, and if they have 3-2 tanks, as they did, they sort of just wait there for 40ish minutes, giving me time to call in the F-4's, purely because the infantry in Able took all that shelling to sit on their own thumbs and see a cluster shell land behind a copse of trees 200m away. My favorite part was 2 M113's with 50 cals taking out 3 fully loaded BMP's in a pincer, infinitely more satisfying than 95% of the rest of the battle! What sort of force are we expected to have saved with mission 5? I retained 2 of the original 3 infantry platoons at close to 80%, most ATGM's as well as 50% of tank crews and there is a lot of ground to cover for the force I have, especially with no fixed wings to give hints as to where they are going. I'm sure it will be a fun fight but **** you for making me burn 2-3 hours planning this beast!
  4. Thanks for the quick reply, I imagine I could have cleared it but I didn't need any help with the next map anyway, major victory. (thinking about it the Soviets surrendered with the hill defense and it was my understanding that a surrender always leads to a total victory? This is from a half remembered Hapless video so I'm likely wrong.) Looking it up I was thinking of the RPG 26 that cannot be extended, unlike the LAW and 18, my bad! Not to hark back but is it just me that finds the Soviets very capable with long distance aiming? A T-64 zeroed itself and hit the TOW pod of a hulled down m113 from 1500m with 2 shots while moving, buttoned up and having its entire section killed in front of it.
  5. I would like to preface by saying I have loved the US campaign so far and assuming I ever finish planning for mission 5 I will be sure that nothing but good things are to follow! Having waited a few days for questions about capabilities to be answered my torture regarding opening up with the M60's has been answered (You should, I think?) I have noticed that the Soviet units seem remarkably able to spot, aim and execute units that in some cases are hidden in treelines and have yet to fire, speaking from a position rather close to ignorance I cannot tell if this is just experience on the soviet units or actual capabilities but the ability to shoot an M60 from 1500 meters that is hidden in a shaded hulldown is impressive, if not a little annoying. I was going to throw this in the bug thread but seeing it not brought up means it either is just me or a known issue but the overpass on the first mission, for me Units that have orders to move under it are just teleporting on top of the overpass about 80% of the time and in the end I had to restart mission 1 because ~6 units clipped into each other and couldn’t move until a Soviet added ventilation to them. This is now a worry for the planning of mission 5 as there are multiple overpasses on the left flank that might mean I lose an Abrams with a pathing error. Another issue for me was the 3rd mission, with the potash pile (forgive me for forgetting names, I'm bad enough with English let alone German...) In this scenario I lost the lion's share of my armored assets and most of 1st platoon in a heroic final stance yet no units had reached the second town and from my position not a single Soviet was able to advance with 20 minutes left, nothing had moved in 5 minutes and from the cease-fire there was 2 badly degraded BMP's limping towards me and the expected sprinkling of imobbed and bogged units yet it was a major defeat? Moreover, and I understand this is from the victory condition, but the briefing for the next mission described how I was unable to stop the horde taking the secondary town and I inflicted light casualties upon them. I understand that there are differing outcomes leading to different briefings but was I expected to mount up and clear the first town again to deny them points? As a final thing I noticed, are Soviet troops carrying the LAW too? I don't want it to seem like from this I dislike the game and would like to again say that the doctrinal change from WW2 and CMBS/SF2 has been a very interesting dynamic that I love, moreover the goal of staged retreats lights some giddy smile when it is pulled off well and nothing can beat the US small arms of this era. Hope this is somewhat constructive... James
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