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  #1  
Old June 27th, 2005, 05:30 AM
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Default Re: AT4 and its likes

Quote:
kevin said:
Also there is no way to simulate jumping on an AFV, forcing open the hatch and dropping a grenade.
Isnt that what the "assault move" is all about? Trained troops in the game automatically charges the tank when its close enough, using frags, satchels, molotovs and everything else at their disposal. Its usually quite efficent.
Lower morale troops howeve get scared of the oncoming tank and sometimes just breaks of their attakcs and flee from it. I first noticed this behaviour now when WinSPMBT was released.

This fleeing behaviour is quite annoying in a scenario I am building with some EOD that are supposed to destroy an enemy ammo dump. When orderd to blow it up, they all of a sudden they get all routed and dont want to be a part of the mission any more.
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Old June 27th, 2005, 10:17 AM

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Default Re: AT4 and its likes

Quote:
Pergite said:
This fleeing behaviour is quite annoying in a scenario I am building with some EOD that are supposed to destroy an enemy ammo dump. When orderd to blow it up, they all of a sudden they get all routed and dont want to be a part of the mission any more.
Hehe, what do you expect? To have them stand 50 meters from a blowing ammodump? Exploding ammo dumps can do a lot of damage to units in adjacent hexes. It would make sense for troops to get out of the way.
If you want to blow it up, stay at 2 or 3 hexes distance and fire away. It won't take long.

Narwan
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Old July 7th, 2005, 09:21 AM
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Default Re: AT4 and its likes

When we used laws and AT-4s as a squad operation we would use as many as 4 on one vehicle(tank), we knew that one AT-4 or law was no enough. and believe it or not sometimes we knew in our heart that 4 was not enough, because you would almost have to get the same spot twice, and thats kind of hard to do. as much as we could hope for was a mobility kill!
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Old July 7th, 2005, 09:58 AM
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Default Re: AT4 and its likes

Of course you would have been trained to fire LAWs in volleys against modern tanks, and still got few chances for a kill.
Now what about firing at an APC or a truck? Standing? At 50 meters range?

The game rules must be flexible enough for any kind of situation, and you run soon enough into some that are quite not 'out of the book'.

One game turn is 3 to 4 minutes, and there is no clue about what happens when. As I wrote previously here, when your inf squad or AT team fires 3 or 4 LAWs at one AFV before scoring a hit, you can assume that it IS a volley fire indeed. Time just doesn't run linear in a turn-based game!

And from what I have played until now, LAWs seem well balanced enough, and if you ran their specs down, you would end up with very poor AT abilities in your squads.
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Old July 8th, 2005, 07:43 PM

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Default Re: AT4 and its likes

When I know my squads will face AFVs I usually set their range down to 3-5 hexes and wait for the AFVs to close.

I then turn off the AT weapon, shoot at the AFV with just the LMG 2-3 times and then turn on the AT weapon. While this is something of a "loophole" I found that it dramitically boosts the stowed kill potential of infantry vs. AFVs.
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Old July 9th, 2005, 05:00 AM
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Default Re: AT4 and its likes

Quote:
IanWilliams said:
When I know my squads will face AFVs I usually set their range down to 3-5 hexes and wait for the AFVs to close.

I then turn off the AT weapon, shoot at the AFV with just the LMG 2-3 times and then turn on the AT weapon. While this is something of a "loophole" I found that it dramitically boosts the stowed kill potential of infantry vs. AFVs.
So you are saying that you use the LMG to zero in the range to be able to get a direct hit with the AT weapon? I always belived every weapon had its own hit %.
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Old July 9th, 2005, 02:35 PM
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Default Re: AT4 and its likes

Quote:
Pergite said:
Quote:
IanWilliams said:
When I know my squads will face AFVs I usually set their range down to 3-5 hexes and wait for the AFVs to close.

I then turn off the AT weapon, shoot at the AFV with just the LMG 2-3 times and then turn on the AT weapon. While this is something of a "loophole" I found that it dramitically boosts the stowed kill potential of infantry vs. AFVs.
So you are saying that you use the LMG to zero in the range to be able to get a direct hit with the AT weapon? I always belived every weapon had its own hit %.
That may well work - using a ranging LMG.

Every weapon has its own percentage to-hit, but each unit "climbs the ladder" of shots fired at a particular target (and so increasing ranging-on effect) as a unit, not individually per weapon in that unit. So you could save a few ranging RPG rounds this way, but get fewer RPG shot attempts overall.

It could be useful if you only had a low supply of the things left though.

This tactic will tend not to work if the unit you are spraying with MG etc fire (or a friend) notices you and sends an HE present back at you ! - in which case you may end up so supressed (or hurt) that you do not get the RPG shot at all.

Cheers
Andy
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