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Game Questions
Just a few questions.
If i turn off visible victory objectives will they still be visible to the AI regarding ownership?The reason i ask is that it seems kind of strange that i or the AI can use the information to plot artillery or where to send units when no units have a LOS to the objective. Playing with an infantry force and AI tank heavy turned off it seems like it still buys alot of armor compared to the forces involved maybe a companies worth.Why is that?Also how does it determine what armor to buy?It seems to like to buy Panthers and Tigers which makes things very interesting when you have a core infantry battalion and maybe a platoon of armored support bought in support set-up and then face several panther and or Tiger platoons every battle. Is it possible to add text to random maps? How does the game determine mission type?It seems like all it wants to do is give meeting engagements.I wanted to try an airborne or glider infantry campaign starting in june of 44 and all i got for the first battle was a meeting engagement and i literally restarted it from scratch 50 times. |
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2) AI armour buy is determined by the points it has to play with. There are practically no infantry-only armies (JA might be one, but you will still see tankettes). SP forces are always armour heavy in any case. "AI Tank Heavy" is there for the tread-heads that want more tanks even than that, and less nasty infantry and arty stuff :). AI tank heavy is only relevant on larger points buys anyhow - as the AI needs the points to buy the extra targets, anyhow. 3) Text is for scenario designer created or edited maps, not random maps. 4) The first 2-3 games are always meeting engagements in a campaign. Airborne and glider missions were as rare as hen's teeth during WW2 - leaving those for specifically designed scenarios is best. (Or a scripted User Campaign) Cheers Andy |
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Thanks.
I just wanted the first battle of my campaign to be an assault so that the paras could jump or the glider infantry could make a landing on the continent. I've found through trial and error,at least for American forces,that the most effective anti-armor unit is...infantry! German armor slices right through my tank destroyers and armor,but let them run into infantry in one hex engagements and its game over.In the one game i'm fooling around with i bought three infantry battalions and ran into a large armored force early on.I'm trading about 1:1 or 2:1 for each panzer destroyed.Though from what i've played such a force in a a high visibilty map without terrain advantges ala St.Lo maps will find itself hiding out most of a battle. |
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Infantry in close quarters will almost always be the best anti-tank defence available. The only trouble I've had with trying to take out tanks at close range is when I was using Russian Infantry with only hand gernades. It took a lot to get them to charge a tank and hand gernades lack a lot of the punch a satchel charge or anti-tank mine have. It's possible though.
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If an infantryman runs out of ammo for a specific weapon, is he still able to tank assault with that weapon? I ask this because it seems that infantry with with a dedicated AT weapon slot but no ammo are more successful when assaulting tanks then infantry with no AT slot at all. Could just be blind luck on my part though:)
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Bob out:D |
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Matt |
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:hurt: |
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Hmm, tank killing with infantry has to be one of the most satisfying aspects of the game especially when they have no dedicated AT weapons! Much harder against human opponents I would imagine though!
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Ive seen English commandos (unit 203) and Rumanian paratooper pioneers (unit 111) assault armour when there 4 satchel charges and gebalt ladungs are all used up and the message below says something like "engineers assault with satchel charge/Gebalt ladung". I dont know if its just the message saying this or whether they really do get a extra fith charge when they close assault.
Best regards Chuck. |
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This is how it's done:
http://dc127.4shared.com/img/9488790...ian_vs_T28.gif Rumanians against a T28 |
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Don |
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Granted, stuffing your SMG in the drivers slit, up the air vents or get it under the turret, and you might be able to enough damage to seriously impair it's fighting power. A tank crewed by dead men is not likely to be shooting at you. |
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Modern military traning means more men are effective on the battlefield but in WW2 or even Vietnam the odds were not much higher than one in 10. not saying the other guys would do nothing they would see targets pass ammo etc but most of the fighting was done by just 1 or 2 men. The fact that modern training means more people participate has allowed reduced squad sizes as in fact more people are firing back. It is to me however discusting that the modern military trains people to be good killing machines but the buck seems to stops there. What happened to training them to deal with it after, Mr cynical says its not a good return on your dollar. Dealing with it though maybe partly what drives the US to want to kill everything from a distance. |
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Don or Andy could you debunk or confirm this, I am very curious as to whether or not it is coded into the part legacy part new "spaghetti". This would actually make sense if it were because AT equipped infantryman would be trained in tank killing and could use their knowledge even without spare AT ammunition. Would it make any difference if the tank assault was op-fire or human controlled, as to whether or not ghost ammunition could be used (If indeed, it is used at all)? If ghost ammo does exist can the AI also use it? Yours Truly, Andrew Nault |
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Sorry for the double post, the edit time limit expired, it is only set for 30 minutes:(
What I'm asking in a nutshell: Can a unit close assault with a weapon if it doesn't have any ammo left for that weapon? |
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Ramm, if you scroll up to post #13, I think Don answers this question. As I understand Don's words, the unit may still close assault, but will not use weapons that are out of ammo.
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I too have seen empty units assault with weapons they don't have or at least the text below says so, I will strive to capture this on a save as well.
Bob out:D |
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Have you noticed when inft.assaults vehicles,pillbox's or whatever,, they are suppressed by the action? Whether they succeed or not there is some suppession. Sometimes will not rally enough to be effective for awhile. |
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One other tactic I've learned the hard way.
When assaulting a stonghold from the rear don't stack other squads with assaulting squad. If it fails...well it's not good for nearby friendlies:doh: |
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