Danzig Posted September 7, 2002 Share Posted September 7, 2002 Whats the best way to get these guys to open up on a tank with their MOlotov's/grenades/whatever? I tried just hiding them in the Citadel mission, and the tanks went right by them(literally a few meters) and they did nothign. So next time I tried to create a armor cover arc that only went out about 25 meters from where they were ina 180 degree arc. This time the tanks get close, and what do the little buggers do? They open up with their SMGs! =( Any suggestions? Link to comment Share on other sites More sharing options...
pathfinder Posted September 7, 2002 Share Posted September 7, 2002 I use the cover arc + hide. Yes they open with SMG to get the TC to button up, then they toss the Molotov's or grenades....sometimes it works, sometimes it don't... [ September 07, 2002, 12:45 PM: Message edited by: pathfinder ] Link to comment Share on other sites More sharing options...
Juju Posted September 7, 2002 Share Posted September 7, 2002 I simply ordered one team to follow a tank (issue a movement order and click on the tank instead of the ground) that was at some 40 meters range. It did, and killed the tank right out with a wurfmine. Cool. Link to comment Share on other sites More sharing options...
Måkjager Posted September 7, 2002 Share Posted September 7, 2002 Danzig , use the ATRs to get the Pzs to button up and keep em occupied while the TH team does its stuff. Try coordinate a good ambush position with where you think the Pzs may pass by and then unleash the pain. regards Måkjager Link to comment Share on other sites More sharing options...
coe Posted September 7, 2002 Share Posted September 7, 2002 Anybody stop an infantry assault with only ATR's? (massed ATRs I guess).... Link to comment Share on other sites More sharing options...
zukkov Posted September 8, 2002 Share Posted September 8, 2002 the first time i played the game i left the tank hunter teams in hiding and did manage to get a kill at the cost of 3 of the teams. and yes, they do open up with the smgs before they throw their "bombs"... Link to comment Share on other sites More sharing options...
Pvt. Ryan Posted September 8, 2002 Share Posted September 8, 2002 If you are lucky they will take out the commander even if they don't destroy the tank. The molotovs are a bit iffy, but the wurfmines (or whatever they are called) seem to work rather well. Link to comment Share on other sites More sharing options...
Michael Dorosh Posted September 8, 2002 Share Posted September 8, 2002 Originally posted by Juju: I simply ordered one team to follow a tank (issue a movement order and click on the tank instead of the ground) I cannot believe I never knew that before....THANKS! (Can you issue convoy moves to vehicles or friendly units like that?) Link to comment Share on other sites More sharing options...
Juju Posted September 8, 2002 Share Posted September 8, 2002 Interesting idea, Michael. We'd have to try. Link to comment Share on other sites More sharing options...
Scipio Posted September 8, 2002 Share Posted September 8, 2002 I guess the TH teams will work much better in city or any other well covered terrain. Open steppe is surely not the best place for them. Link to comment Share on other sites More sharing options...
howardb Posted September 8, 2002 Share Posted September 8, 2002 Be careful about how place them though. If the TC isn't buttoned up they'll spot them easily and mass fire upon them in no time. I try to put them so the field of view isn't longer than you're going to toss something. These units will be VERY deadly in urban fighting. Link to comment Share on other sites More sharing options...
Mud Posted September 8, 2002 Share Posted September 8, 2002 Just something that I realized last night -- When the TC is killed, such as by a PPsh salvo from a tank hunter team, shouldn't there be a delay before the hatch is closed? I mean, wouldn't the TC, er, be in the way (assuming that he wasn't killed so forcefully that his body was flung clear)? The one time this might actually matter would be TC-kill + one or more Molotovs/other close assault, since if the hatch is jammed open a Molotov might have a better chance of pouring some of its contents inside. Whereas now, the TC gets killed and then the hatch goes down instantly (AFAICT), which eliminates or at least probably dramatically reduces one possible way for the Molotov to kill the crew. Link to comment Share on other sites More sharing options...
howardb Posted September 9, 2002 Share Posted September 9, 2002 Crazy fact: All the TC's in WW2 was rubbed in with chicken grease before combat so that if they got killed they would slide into the tank easily. In Operation Citadelle the German army was out of chicken grease so they had to use regular butter this made a severe blow to the German morale and some historians say this was the real reason they lost the battle. Link to comment Share on other sites More sharing options...
Cos Posted September 9, 2002 Share Posted September 9, 2002 Originally posted by howardb: Crazy fact: All the TC's in WW2 was rubbed in with chicken grease before combat so that if they got killed they would slide into the tank easily. In Operation Citadelle the German army was out of chicken grease so they had to use regular butter this made a severe blow to the German morale and some historians say this was the real reason they lost the battle.Wouldn't they use saugage grease? Link to comment Share on other sites More sharing options...
Pud Posted September 9, 2002 Share Posted September 9, 2002 Originally posted by Juju: I simply ordered one team to follow a tank (issue a movement order and click on the tank instead of the ground) that was at some 40 meters range. It did, and killed the tank right out with a wurfmine. Cool. I must have missed this! Can you order a unit to follow another around the board? Link to comment Share on other sites More sharing options...
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