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  #1  
Old March 24th, 2009, 04:04 PM

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Default 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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Old March 24th, 2009, 04:42 PM
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Mobhack Mobhack is offline
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Default Re: Game Questions

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Originally Posted by Reset View Post
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.
1) visible V-hexes on/off is simply a method of allowing you the human player to see the terrain beneath them. if they are OFF the AI does not magically "forget" them...

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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Old March 24th, 2009, 05:29 PM

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Default Re: Game Questions

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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Old March 24th, 2009, 06:23 PM

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Default Re: Game Questions

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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Old March 24th, 2009, 06:30 PM

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Question Re: Game Questions

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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Old March 24th, 2009, 07:25 PM
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Lightbulb Re: Game Questions

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Originally Posted by Ramm View Post
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
I've noted this as well, I always put it down to AT Teams have better knowledge on what stops a tank. However, it's likely just luck!! LOL

Bob out
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Old March 24th, 2009, 09:01 PM

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Default Re: Game Questions

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Quote:
Originally Posted by Ramm View Post
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
I've noted this as well, I always put it down to AT Teams have better knowledge on what stops a tank. However, it's likely just luck!! LOL

Bob out
I disremember which army it was, USSR maybe, but part of their AT training was to put a team in a tank with the hatches shut, so they knew both where the blind spots were, and just how little you can see out of a buttoned up tank.


Matt
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Old March 24th, 2009, 09:41 PM
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Default Re: Game Questions

Quote:
Originally Posted by Ramm View Post
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
Imagine 8-12 guys climbing all over a buttoned tank stuffing grenades under the turret, in the engine compartment in the tracks and underneath (where the armour is weakest) and even down the main gun without supporting inf. to hose them off.
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Old March 24th, 2009, 09:50 PM

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Default Re: Game Questions

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Originally Posted by gila View Post
Quote:
Originally Posted by Ramm View Post
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
Imagine 8-12 guys climbing all over a buttoned tank stuffing grenades under the turret, in the engine compartment in the tracks and underneath (where the armour is weakest) and even down the main gun without supporting inf. to hose them off.
Sounds like a recipe for disaster for the tank and a recipe for manburger on the infantryman's part I can easily see a guy getting off the tank too late
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Old March 25th, 2009, 10:47 AM

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Default Re: Game Questions

Quote:
Originally Posted by Ramm View Post
Quote:
Originally Posted by gila View Post
Quote:
Originally Posted by Ramm View Post
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
Imagine 8-12 guys climbing all over a buttoned tank stuffing grenades under the turret, in the engine compartment in the tracks and underneath (where the armour is weakest) and even down the main gun without supporting inf. to hose them off.
Sounds like a recipe for disaster for the tank and a recipe for manburger on the infantryman's part I can easily see a guy getting off the tank too late
See Saving Private Ryan for what happens when you anti-tank weapon goes off in your hand.

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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