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Operational Discussion
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Your scout should survive this whole process, except maybe your own artillery, for a couple of reason. If they are part of your core, they will be more experienced and this will allow them to spot the enemy units at more of a distance. In a campaign, the AI units you are spotting are typically national average experience. You have the edge here. Scouts are small units (size 0) and hard to see, even when moving. |
Re: Operational Discussion
P1 - Yes, a lot of mistakes don't add add to changing the victory level, but they still cost points overall, somethign I'm a stickler for.
P2 - Alright P3 - You would rather air go for a loaded HT than a tank? DO you mean a tank with riders, or just a tank? I presume you mean just a tank. I presume I would too, but of AA defense is what got us to that point, so recall you were the one who dedicates the majority of your SPAA to infantry. I was the one who wa telling you that air is not too interested in the infantry, therefore you see the need but not executing it, unless, that is, you wish to start more protecting that armor now. Would it be accuarate to say, that you would flank with your advancing infantry the sides of the board, then protect them with SPAA, thinking you were better protecting not only tanks but infantry better that way? Could be, but do recall that an SPAA, or AA any on the map, that is onan edge is having it's arc of fire severely limited. It is my opinion that not only is it less gamey, but it is also more protective, but by your earlier description of them on the defense, persuming no air, you certainly weren't flank happy in that case, but probably mis-read this idea of protecting the whole map by cramming the advancing flanks. Tell me, for all you have seen of the SP series, wouldn't you say that the AI does far better with his aerial support than does the human, that he manages to destroy more frequently the AFV's for example? From my experience, enemy air is none too concerned about the front line unles sit be a hill loaded with AFV's. He is more interested in the units just behind the front. You seem to think that an HT for what little they may be attacked, getting attacked with loaded infantry isn't worth the infantry being sfaer on foot and infantry and HT both surviving. I say both surviving because I do not expect the AI will target the unladen HT, but as we know, it's somewhat academic anyway, consdiering how the Ai air just loves the AFV's. There probably isn't a strike that goes by where if he hasn't spotted an AFV beforehand, he spots it in flight. So having said all of that, I am curious as to what all this speed gains you. Are you on some sort of reduce the turns kick to increase difficulty? If we got rewards for exiting units, I would be more interested in a more mobile force, or at least using what I have in a more mobile way. Do you think armies load up onto HT's because speed is so important (WWII armies I mean) that under imminent threat of air strikes they just keep driving along? I don't see my score increasing by speed, more likely lessening for the more risks, nor do I see it influencing the experience generated. Oh, now I recall, your fear of AI arti. Yes, I fear your huge force has brought part of that on, and since I imagine your map is smaller than mine (I don't think you have ever stated the size precisely) the AI has more chance to hit you, so you think you can move away from it a lot, but I think ratio-wise, unless I do some miracles with my counter-batterying and movement, that you suffer from it much more than I do. Or to be more precise, you used to. It seems a simple conclusion to reach, as arti nugs me so little, however I'm adjusting to it, that when I'm attacking anyway, even my foot infantry is often staying ahead of it, or if it doesn't the damage is none too great. If I left my infantry in anything open-topped (not saying you do this specifically) when it was raining down, if I were thinking defeat was slowing down for it, and got hit by it, then yes, I would fear it all the more, but it seems your adjustment period to more mobility came because you are enjoying less harassment from arti for that increased mobility. I think after you made the adjustment, not before, but after you got the sense of the AI arti pulse; the same as I got without changing much of anything. So knowing the pulse, and using mobility more, who's to say just which is more important. I would guess knowing the pulse myself. You see, if bombardment falls at your heels all the time (hitting behind your advance to very little or no effect), does it matter if it's a couple more hexes from your heels? OTOH, our forces are very different in size and map. I tell you that arti is not much of a problem over here by knowing when to move and how much (and a few more minor factors), and in what terrain of course, but your AI is probably so limited and your map so small, with a much higher density of units, that you have to almost run around to avoid it. I realize I can't possibly be entirely accurate there, but we are talking about two very different beasts here, and I think it's time we realized that we aren't facing the same things, even allowing how we're playing in different years. Maybe I'm wrong, maybe you're just bored with marching any foot units to any degre, and we know you think it's just way too easy using tank riders. So let me put you slightly on the spot here, using your own concern for 'realism' shall we call it, in the form of not using riders because they don't suffer enough whenn hit, to say, have you ever known a WWII formation that was ever as mobile as yours? I realize it's not particularly a good idea to always base our force as some national representative, like we can't have more PZIVH's than Panthers (even though after the Panthers got more fully produced the last two years plus, they were actually out-pacing PZIV production), but I'm not so sure any force was as mobile as yours. If you still want to be that way that's fine, but it may be denying you of some of the experiences any real Gerry formation had to worry about, but I'm appealing to your sense of realism here, and other than seemingly being able to dodge more arti, something to consider certainly, I see no benefit. I suppose it's your PBEM that has done this and you adapt one technique to fit all. All I can tell you, is you can become a lot less mobile on my map, with the size of my force, and still have it not rip you to shreds, providing you're playing the AI. You get a whole lot more arti for your huge amount of units on a smaller map, and you can get some wacky arti idea from PBEM'ers, or at least much more effective use therein. That must be it. Take my last battle for instance meeting with poland, though it was one of my mroe exceptional decisives, and that is that I lost only 65 men and three AFV's, and 1 Storch. Does that sound like arti problems to you? Other than the sniper, he didn't wipe out even one squad of my infantry. Well you can probably nevermind this, I'm probably only aggravating you, but I don't mean to. I just want to see what's making you tick. I already got the idea of the airborne scouts, that might prove useful should I think it doesn't give me too much of an advantage (note how the AI will never make air drops). If I can do that as what I deem as too successfully, with too much impact, then I will have to cut back on it or eliminate it, but of course I haven't tried it yet. P4 - Arti observers are not only 4X weaker than scouts in the GE sense, but they're usually armed worse, if that's possible. Why would I front line them? Unlike scouts are primarily for spotting a front, the FOO is for directing bombardment at a quicker rate, uusally my arti is accuraye enough through them, that not only are they not seeing the targeted area, but they are also moving in some cases. Spotting through anything else just takes way too long fo rme, and I think the accuarcy is good enough, especially since their most primary task is to direct against any onboard arti I may find in the rear. Yes, I do use him in core. P5 - no, I wasn't talking about some puny pnzrfst team, I was referring to an entire "full" squad of infantry when I made that comment of bettering scouts on a flank. P6 - You said you stop the scout after hitting that 2 hexes away, okay. And you also said you "peel back". That's what I was talking about, not you moving forward with the scout anymore. You still haven't necessarily answered the question. You seem to have the practice of stopping for the turn at that point, and then the next turn even moving within one possibly. But while saying you stop within two may not be comclusive, ebcause if indeed you ever do peel back in that situation, there is no statement as to if that was mistaken words on your part, thereby you never peel back (unlikely) or that you might be able to move again, but only backwards on the same turn without being spotted. But of course our scouts are probably extermely different as I'm just starting out with them; too clumsy with them or not, so I can't expect anything like what you say you're doing just yet. Well yeah I realize they would be spotted with full movement, but I was talking about the 2 hexes away, being the 1st movement, the peel back of one hex being the 2nd of the same turn (or maybe the next turn). I guess it's somewhat immaterial when I realize now you're on an entirely diffent plane of experience. the only hope was that yours went that far and weren't any better than the early ones I have. P last - Yes, I know all that basic stuff. Virtuallt all functions get better with experience. Hmmm, speaking of which, I don't recall, I might had just forh=got, anybody telling me my conclusion that ammo trucks don't dish out ammo more quickly with more experience. Hmm, bring up another point. Needless to say everything isn't improved by experience, as probalt infantry doesn' take less losses to bombardmnet through exp, though it's possible IRL. What about road speed? How many times do you tell the AFV to go on to the full amount the movement arc specifies om a road, and it ends up with some funky bonus hex or two beyond that limit once it gets there? I'm curious if more exp could possibly make that much more likely. |
Re: Operational Discussion
By the way, given of our uncertainty about this latest patch, I just thought of something related to my "why you went mobile" speel, it is this. I don't know what we were talking about before, but recall how you mentioned for what seemed like the first time where you were in your campaigns, and I was surprised these weren't new ones? The same could be said, interestingly enough about your mobility change. IOW, you changed seemingly due to running from arti, and probably some mor eminor additonal factors, but chew on this a while, and forgive me if I brought this up before, but the arti routine has been changed. It's likke it was on the patch 2 patches before this one. In the nexy to the last version something screwed up there, I think it was the ability of the aI to pick overwhelming amounts of arti. Understand, the arti looks the same for my thus far limited play, but I never even bothered playing on the next to the last patch when I heard about what arti bug it had. So you might want to look at the latest fixes and figure out if your taking in the last patch will affect the arti fix in your current campaigns or not. It would be wild if it changed each time your campaigns each time you patched, if you had been through all three versions.
I noticed the "listed fixes" included this: 5) On map Arty command units have been removed from the list of units able to act as spotters. They can no longer call indirect artillery missions which was allowing an arty cheat that existed back to SP2 I don't think the bug I saw they said they had fixed pre-patch, was listed there. It seems much more significant than the one above. I assume they fixed it and didn't list it. I found another bug they fixed that they didn't list a few days ago too. |
Re: Operational Discussion
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Just for clarity, the infantry stays dismounted until they actually need to move out. I've lost too many infantry units sitting in tracks to artillery while waiting at the LD. Quote:
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Artillery has it's moments. Sometimes it's a real killer and sometimes it just makes tooth picks out of trees no where close to me. While I don't remember the exact details, that battle I keep referring to where I had AP ammo problems, I lost only 20 men and had a couple of damaged tanks. Destroying 179 tanks and armored cars and inflicting over 600 casualties was a nice return for my efforts. Since my casualties were so low and my force was relatively static being the battle was a delay, I can only conclude artillery wasn't a factor in that battle. There was a note that I only lost 29 men and no tanks in the battle before, so artillery probably wasn't a factor in that one as well. Either that or I just handled it well. Quote:
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Re: Operational Discussion
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The patch won't be a factor, because I quit the old campaign and started a new one. My core is now only about 2,900 points since they are in their first battle. I'm still looking for the same general core model, but didn't have the points to get there right now. One tank company, two panzer grenadier companies (w/trucks), FOOs, ATGs and scouts. No artillery, anti-aircraft and resupply right now. Artillery and resupply came out of support points and I went without AAA. |
Re: Operational Discussion
RERomine:
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It seems the unrealism you see in riders is also commonplace with passengers of HT's as well. In my case, I accept that "if" riders, my main form of mobility, are inadequately treated in losses, nevermind that they almost never get fired upon that way in my case, then I have not a lot of choice if I wish to mobilize my infantry some (besides, it's not like the AI doesn't do it also). The same could easily be said, when you have just stated they're safer from air attack by "being on an HT". That just doesn't make sense. I personally think you're wrong, that they are considerably more vulnerable (if hit), but you're completely at the mercy of the AI should that air attack come at that HT. It doesn't matter where it is. Now if you want to say, that you're infantry is better off because they can get away easily from an arti attack than on foot, well that's a no-brainer, but to say they're safer against an air strike they can't hide from, which in our example IS going to hit them anyway doesn't add up. Ironic too, if you have been speaking as I interpeted you, is like I said before, the fact of Air strike priorities. IF your HT is laden, the air has MORE reason to attack it, successful or not, than it does unladen, for seperate units are far harder to kill with one plane and are two less costly units, but hitting something laden offers the chance of knocking out multiple units. Considering that, ironically, if you had told me your tanks are protected better by having laden HT's, it would had made more sense, buy wouldn't had sounded like it did. Because when that HT is laden it's a more valuable target, therefore making it less likely the tanks get targeted. now that I have made that point, the rest of your message sounds as though you might agree with those conclusions, but we are coming from two different type of arial attacks here. To me, if you really meant and indeed were being attacked by MG-only air, well, you're still in worse trouble if you're open-topped, but realize for one thing, that I wasn't thinking on those terms of that tpye of aircraft. To me, those types are mere gnats and aren't worth bothering about, but I would still say they're worse for being in the HT, but you do seem to at least acknowledge the infantry should be grounded most of the time if possible. But, now cosider the angle of approach I had. I was describing air as I would use it, that is, FB's, which I thoguht the AI used alot of, in preference, as it should be, to mere MG-only fighters. Now I realize that technically the ME110 had MG's only or the one I use anyway, but there's maybe 6 AP rounds there, sufficient to rip though any HT armor, top or otherwise. I'm not sure out of each gun, just how many AP's are used on a hard target, either 1 or 2 I would imagine, such that it can achieve exactly what I buy them for: the hope of multiple passes with ammo able to rip through the top of most any AFV, but it is a different beast than many of the early war fighters who have no AP rounds. I'm also not at all sure just what an AP-less fighter could do should hit the open top with or without being laden. If you are impressed by side armor, as I was once, that you think the AP-less won't be a btoher because such a high percentage of the Ht is armored, then you have to take into consideration what I said about the ratio of top hits. I cannot begin to tell you how that works on HT's but I would hope, if it were my HT, that it wouldn't create the same effect that when a truck is hit anywhere; it just might. How does it work when hit? From what I said earlier bears in mind here a swell, since you are playing PBEM too, part of what you're getting "isn't" the same as I'm seeing. In this case a lot of what you seen may be your PBEM'er targeting differently than campaign AI with his air, and subsequently if the subject is AI air, it can skew your vision somewhat, but seeing as how I can't recall the last HT being aerially attacked, perhaps you should elaborate? Quote:
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It's intersting that your mobile example was an infiltration unit. Is this to say your entire outfit is a Steiner formation? I guess my asking about making things too easy with airborne scouts will hit a resounding thud then. I'm starting to question now, just how you should think that anything anyone could do against the AI is off-linits, or should be, when you I'm starting to think you're as bad or worse. Again, I symphathise with your PBEM play compromising what otherwise would be mcuh clearer to you against the AI. I'm not sure you should even suggest that a high map is too difficlt for the AI (not that you would know personally) in my case then, but for the sake of learning I carry on. I think I more than adequately how the Ai is compensated for their alleged weakness in that matter. Whether it's sufficient or not, by the means of on the field results, apparently only I could say at this point. Okay, so you have seen some arti lapses anyway running counter to your fear of them at some point. BTW, on one meeting engagement I had, back in the SPWAW days, I actually had a complete shutout of the enemy. Funny thing too, because I had some pretty good arti on me, and I guess I just never lost a man to it. I wasn't trying for a hutout, and probably would be hugely difficult to try, would hav eprobably throw some huge gamey concepts in to achieve it on even a semi-regualr basis; it just happened. Actually to see points lost down to less than 25 is a pretty big shocker too. I guess with a 3300pt force, it's pretty regular to lose 100pts. I guess if you never tried to give heavy pursuit to the eenmy it would come much easier, but i have always been into the destructive angle if it seemed to profit me. Quote:
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Despite my fixation for firing as soon as I think my rounds can possibly penetrate I almost never will fire the last main gun shot off at such targets. The thought is that doing such would often be a waste. It will probably re-target to something else anyway during the AI turn, and that allows one more reactive shot for whatever good that's worth. The last main gun shot being used on a new target, if it should be used, is probably better off being saved for reaction or to slow an infantry unit. There's little ways in incidents such as those to save AP ammo (though it being fired in reaction would still tally one more round used). I'm sure quite a number of people wait till they see the whites in their eyes strategy, which of course would often save rounds. Of course the ultimate way to save heavy re-supply needs is to have more units destroyed (your own). You hit more accurately and destructively you save ammo, you get hit more accurately and destructively there's less for the ammo truck to do too. It's this pansying around with commanders saying "nyah nyah" as they stick their tongues out, because neither side is causing destruction that is the real problem. Of course, not firiing achieves the same thing. I wonder if anybody has ever gone through the ludicrous extreme of having destroyed the entire enemy force, and they had won having only one unit left themselves (talking originally both forces being sizeable)? |
Re: Operational Discussion
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With respect to open topped vehicles, half-track or otherwise, you don't need AP to kill them if you get a top hit. FBs with HE can do it. An infantry squad on a hill firing down into it can do it. I've destroyed half-tracks with rifles this way. AP is only needed if you need significant armor penetration. Larger HE rounds can penetrate armor as well. A FB with HE rounds, it really would depend on the size of the round. You might still get penetration out of a 30mm HE round. I don't know for sure without checking. Quote:
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Re: Operational Discussion
RERomine:
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IOW, in one case there is no confidence in the protection of one, while the other in a limited degree would do the opposite. The difference is even more profound if we were talking the entire vehicle. Other than the tank possibly exploding, the tank, even if fairly thin-skinned, can provide really good direct-fire protection, though it obviously would be better on the ground than behind the turret. The HT on the other, is almost just as vulnerable to cause direct-fire harm to the passengers, whether they're in the HT or hiding behind it. It's just that undependable. It also is probably a given that the soldiers are more likely to stick close to the tank, whereas with the HT they are more likely to scatter from it. Naturally, if the HT has some respectable gun, say a 75mm, they could be more prone to hang closer. Maybe the former treatment of riders (and who knows about the current treatment?) was to justify the fact that soldiers could hide behind many tanks relatively safely and that's why the losses to both AFV passengers looked the same. As well, there might had been a rider-friendly element of users who pushed and made some sense for riders not to suffer too greatly? I wouldn't say it was that protection by the frame of the tank was really used a great deal, but it wan't ignored either. As the game is set up, there is no way a squad can be protected by a tank hull, even in the same hex, so maybe that was another reason to move towards what is arguably too much protection of riders. The problem becomes more difficult if we are talking about direct HE fire on a ridered tank. Oh yes, about the HT taking a top hit. I think part of what I was saying was that even if the HT were hit elsewhere, the FB's would cook it, due to the side armor being so weak too, and as you point out, some of the HE rounds could do that too. Of course I was talking about FB's because as I was explaining I was thinking for some reason the AI wouldn't even bother with ordinary fighters, but even ordinary fighters, should I see them only on a support screen, without looking indepth, might seem to my eyes to just have junky HE rounds, when in fact they may not. Quote:
We have been though all of this before and I already made it quite clear I thought. For some reason you feel your force lacks so much versatility, as I see it, that you are desparate to protect that support total. A lot more versatility comes when you have total combatants and not lame trucks as par of that core, but go ahead, don't believe me. And I already told you what I do with support, as I'm probably not even using half of it, as in my case I consider the totals available there somewhat embarassing. Adding a whole 33% to my force through support? Just disgusting. Well that's one way to over-protect a core anyway, that your support soaks up most of the fire. I'm not saying you do it for that purpose (lack of versatility you recall) but many have, probably including myself at some part of the distant past. Or perhaps people like innumerable air wings, or perhaps people like tons of easy arti; the excesses can be endless. Let me see if I can make it plainer to you. You only add to the core when you're unsatisfied with it. For example, I contemplate I might add a pnzrshrk section when they are available. For now, my army isn't versatile enough without a decent bazooka type unit in core. At present there is one ATR, but they're pretty useles for the time being, but coming with the SS platoon I have I had no choice and still get SS. So how does you core's "fighting" versatility increase, by buying what is just as good in support? Go to battle two, no better are your ammo trucks. I buy them in support in both the first and second battle, and they're the same as yours. The only "slight" advantage to ammo trucks I could see, and this could go for any unit, was if I could buy them singularly in core (assuming I wanted an odd amount of them, like one), but only by twos (as they are now) in support. Therefore I would have to spend less overall on ammo trucks to have them in core. Every turn they would cost me 27pts. instead of 54. Because while I despise having non-combatants in core, I also am aware that the enemy gets the same amount of points against me whereever I buy them. So my overall versatility would "possibly" improve, if I thought (and I'm real close to thinking that in '39), that I'm beter off facing 27pts. less of enemy by having only one ammo truck overall. It would ruin my ethos of only combatants in core, but it would possibly make me overall more effective in that I wouldn't have an extra truck for me that has often been a waste. As we know, the game doesn't allow different formations of the same thing being different between core and support, so it's a moot point anyway. In a sense, that 'is' possible, but there's one place, and one place alone that can occur, and I have already passed it. That is, when you intially pick you core, because I could had picked an ammo truck section with only 27pts left, thereby giving me only one of them total. Weeellll, I guess I will get by with what will sometimes be an extra one. Quote:
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Re: Tiger
I think the Tiger FT armor is way too low, but we seem to keep getting that with every wargame anymore. Allied players ***** about the bogeyman Gerry player who unmercifully subjects them to a whole screenload of those unfair beasts! It will be editor for me come Tiger time, and when I play an allied nation, it will stay like I initially changed it to.
From memory the Tiger is easy as it has a virtualy flat profile for most of it 10 degrees off vetical or something like. Also Allies tested it the armour quality was very good for its day one of the factors that made it so expensive to make. Brinell hardness of about 265 I think, good quality roled plate immune to shatter cracking whatever you want to call it. Why do I remember stuff like this rather than important stuff:doh: As a thought if every wargame puts it at that to low setting the concensous seems to be its the right one. |
Re: Operational Discussion
Yeah, well consensus if often pretty ignorant. Look at nazi Germany for example. Also look at the consensus that gave Hitler his edge in other nations, where they were cowardly enough to give away a nation to him, in order to stop a war.
I didn't make the comment to start a "fight for the Tiger" war, it was only checking to see if anyone was aware of it as I was. RERomine, playing Gerry, might be willing to see that point of view. Oh BTW, Imp, for the sake of the pristine nature that consensus seems to have with you. If you had played Panzer Strike, Kampfgruppe, SP1, SPIII, SPWAW, to name a few, you would know the consensus was for the historic Tiger when SPWAW, the latest of those games, came out. So which consensus is right? |
Re: Operational Discussion
I actualy gave you the info so you could make a good guestimate if you disagree.
If look up thickness then add a bit for hardness (about 15-20% better than comparable British stuff for the time) you have your answer. As its only slightly off vertical could probably ignore slope calculation. The hardest part of the info to find tends to be the Brinell rating (toughness) which might give it +1 on the armour rating if not factored in. |
Re: Operational Discussion
I don't quite know why I am bothering here but it may intrest you.
I have never looked at the models before but checked a few. IIIj IIIL PantherG Tiger The game does a nice job of modeling diffrent guns both on penetration & accuracy the Panthers gun being top dog & is in fact more accurate than most modern guns having a long barrel & high velocity. German engineering. I would say the Tiger armour could be increased by 1 if you take mantlet (120mm) 25 degree off vertical slope of lower front hull section & quality of the plate into account. I would have given it 13 for the front turret as mantlet Brinell rating is 280. Also penetration levels listed for ISU-122 from Jentz (unconfirmed by me) list need to be a lot closer. Panther & L spot on so stopped looking. Conclusion the game is near enough right generaly if you mod it by more than that rename it because its not a Tiger anymore. |
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A specialist gun for plinking Stalins at the longer ranges. I would prefer a straight Tiger 2 over Jagtigers in 97% of all cases. More stored kills. Cheers Andy |
Re: Operational Discussion
Good grief yes there are better guns & I trust the game model I checked stuff I could get data for easily to check Tiger for you, Then checked its stats were in keeping with similar vehicles, they were.
If you want to push it give it 13 on both fronts but the Panther is the better tank faster accurate high penetration stronger front hull its only weakness is its not a sqaure tank like the Tiger. The Tiger is unusual in that it has very high all round protection so if want to be gamey buy some & use on flanks. I am not sure but I believe the Tiger was the first tank designed from the ground up as a tank killer because the Germans found a need. Probably started designing after ran into French stuff & MatildaIIs. Because it was an early design quality of parts was paramount as its a flat sided & insanely expensive tank to produce. Then the Russians came along with the T-34 & sloping armour & design philoshpy changed for ever as the same thickness of armour is far more effective at an angle even if you ignore the increased ricochet effect, the Panther was born. I am going to bow out of answering your posts now unless you specificaly title to me. But if you do want help advice think before ask me your last post for instance. Do you not think if I am looking up real life data I might just have an inkling that there are better guns out there & thats whithout defining a better gun for what exactly. Please dont come back at me saying the Tiger was the better tank or some such unless you can justify it. From ease of use playability you do not have to worry about its flanks & thats about it. Oh if you had to put 1 of them in a confined enviroment like urban I would choose the Tiger for its all round survivability & so as not to squaunder the Panthers FC acc |
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Re: Operational Discussion
Charles because this is just getting antogonistic I am not going to reply again period appologies for any grief it only started because I thought you were misleading Gila I think it was in a post ages back by saying theres only one way to play why have trucks. In fact its a strength of the game that the only thing to get right is tactics & even they should be adapted to what you have at hand. This is why letting the computer buy your stuff can be fun but I digress.
I sometimes have trouble understanding what you are saying & we just seem to be jumping from subject to subject often with vague assumptions. At least your reply to Mobhack was on point & made sense. Except as I said stop just keep coming back with stuff & think. He refered to 2 diffrent guns & given what he said my summary would be the Jagtiger has the big one & is marginaly better at range because it has a longer range (maybe FC to) But in his view its not enough to offset the more limited ammo loadout. Sorry but you just asked another question to which you probably know the answer by not reading his response to you. Most posts are short people do not just come back with "stuff" once they have an answer. Its not a discussion group as such join a WW2 site for that but you had better get your facts in order first. His facts could indeed be based on real life, the game or indeed both & bearing in mind he is one of the games designers which do you think it might be. Enjoy the game Life is short! Break the rules! Forgive quickly! Kiss slowly! Love truly, Laugh uncontrollably And never never regret anything that made you smile John over & out |
Re: Operational Discussion
Imp: What is this thread called? I think the forums are to discuss the game. Do you see me talking about my personal life? Do you recall RERomine started it because the ammo truck thread got too sidetracked? Since RERomine and I were the last conversing on that thread, and you keep saying that you're going to butt out, and do not (not that anybody asked you to butt out) and this thread was set up to handle the sidetrack, and it says "discussion" up there, just what is your problem? To harangue me? Look up at the very top of this page, not the name of the thread, but the words under .com.unity. Do those words sound any more discouraging of discussion than the name of this thread? No matter if you like the direction I go, or go lock-step to your ways, it's still a GAME discussion.
I don't mind talking to you, but you got to stop being bossy and become more aware of what appears to be the purpose of these forums. I don't see any of the mods dressing me down, though they were concerned that I played a part in sidetracking the ammo truck thread (not because of my ammo truck discussion, but because it went off in other directions too much, but they still didn't say anything to me). "THIS" thread was made to cover that sidetrack and it's still 100% about the game. This thread is a lot more open, as 'operational' covers a lot more ground than 'ammo truck'. If you still don't understand us being allowed to discuss as we have (with sidetracking being somewhat a stain, but not in this thread, until you started policing me that is) look at the AAR's and tell me what that has to do with 'discussion' or 'asking questions' (interesting how before you were giving me problems for asking questions) or whatever you keep condemning? Do you see me or anyone else telling people these forums aren't for discussion, or asking questions, or trying to bully people around (though you have seemed to make I guess a bullying charge when you claim I said something had to be only one way) when you're not even the mod? I've seen these mods in action before, they have no qualms about stating their mind if need be, and they're not absent from it very much, so I doubt they need you policing it. Now, if you want to put your foot in your mouth again, feel free, but my ears will start to become more and more closed to you (not that they have been yet). |
Re: Operational Discussion
Okay I can see I should have clarified the Panther gun is top dog out of the 4 tanks I looked at not the top dog gun bar none. So reacting with grief was a bit extreme
Anyway I am gone |
Re: Operational Discussion
Quote:
Does anybody know what range a gun's accuracy is stated for? The mid-range for the gun? I always thought (a guess) it was a muliple in a formula, such that the stated accuracy was that gun at range zero, but with what Andy did I don't think that's the case anymore. |
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