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  #21  
Old March 27th, 2011, 09:12 PM
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Default Re: Close Assaults

I am just going to put an assumption in here no idea how works in real life n no training but what I would do if platoon leader.
Vs slow or stationary vehicle move to engage directly
vs faster moving vehicle quite possibly heard or seen split up spread out to cover where you hope its going n let it come to you. If it doesnt tough luck but spliting up means your harder to spot & covered more ground.
Once close you dash for it humans can accelerate extremly fast from stationary for a short burst easily catch a tank doing 10 MPH Ive jumped on moving trains so running beside to lob something should not be impossible & dont forget for those few moments hes probably superman riding adrenaline acutely aware of everything & doing the whole thing in seeming slow motion he has a few moments when he can do things that are normaly impossible & I can assure you for those few moments combat gear will not stop him. He will be able to move faster fully laden than he can move normaly in real life because his bodies gone into overdrive to try & keep him alive.
If the vehicle passes close to any sort of cover it could soon be in all sorts of trouble & then there are the nutters/hero types to worry about.
how about that USA paratrooper on D-Day who admitedly had a bazooka he was on the flank put a baz round in the cottage command was using killed 2 tanks & immobilised a 3rd before being killed.
Thats one guy took out 3 tanks & local command effectivly stopping the attack dead.
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  #22  
Old March 27th, 2011, 11:53 PM
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Default Re: Close Assaults

Some points:
- I think a slow and cautious of the tank may be good to avoid detection.
- Once the tank is detected, it is appropriate to leave quickly making evasive maneuvers? or continue to move slowly for best target? In the event that the tank is threatened.
- I also believe that the assault closed must be differentiated with or without anti-tank weapons. It is obvious that is done with anti-tank weapons have more chance of success.
I still believe that in the case of an closed assault without anti-tank weapons there is more chance of success if the tank walk slow.
I found an interesting article.

http://www.ww2f.com/military-trainin...-vehicles.html

others:

http://www.newworldencyclopedia.org/...fantry_weapons
http://www.quikmaneuvers.com/german_...k_tactics.html
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Last edited by Roman; March 28th, 2011 at 12:14 AM..
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  #23  
Old March 28th, 2011, 12:26 AM
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Default Re: Close Assaults

Considerations other game:
http://www.wizards.com/default.asp?x...le/ah20030818a
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  #24  
Old March 28th, 2011, 04:54 AM
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Default Re: Close Assaults

In the game faster=easier to ambush but harder to hit with fire(not assault)
IRL a man can run faster than an old tank for a few seconds, drop grenades on it and run away(or stop and let the tank continue)
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  #25  
Old March 28th, 2011, 06:27 AM

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Default Re: Close Assaults

Here you can get the 1942 german service regulations for close assaults:

http://www.lexpev.nl/downloads/h.dv....mpfung1942.pdf

It is in German, but there are a lot of pictures.
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  #26  
Old March 28th, 2011, 09:56 PM
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Default Re: Close Assaults

The following translated German document on infantry close-combat against Russian tanks on the Eastern Front was published in Tactical and Technical Trends, No. 23, April 22, 1943.
http://www.ww2f.com/military-trainin...-vehicles.html
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  #27  
Old March 29th, 2011, 12:17 AM

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Default Re: Close Assaults

the link looks to be broken. I'd love to see it though
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  #28  
Old March 29th, 2011, 12:28 AM
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Default Re: Close Assaults

Still talking about this close assault?
The game strives to simulate real life by doing what some people may think as "unrealistic". It's a mere abstraction, the REAL meaning of which is possessed only by a select few (Keith Brors, Gary Grigsby, Don, Andy, etc).
Even the game mechanics of turn-based system is an effort to simulate real life by using gamey mechanism. There is no such thing as turn-based time in real life, yet, the end result in the game is quite realistic. In contrast, if the game should adopt real-time mechanism, the game would turn out to be very GAMEY in terms of the end-result. Look at Close Combat series, for example.
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  #29  
Old March 29th, 2011, 12:33 AM

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Default Re: Close Assaults

I rather liked the Close Combat games, but I didn't play all of them I must admit.

THey have their quirks though
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  #30  
Old March 29th, 2011, 01:11 AM
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Default Re: Close Assaults

Quote:
Originally Posted by runequester View Post
I rather liked the Close Combat games, but I didn't play all of them I must admit.

THey have their quirks though
Yea, I do still love them until now, but in a different way. I play them mostly when I need the urge to shove around troops and fire wildly without any micro-management/detailed thinking. That is to say, Close Combat games are designed to have fast-paced gameplay (semi FPS, semi board-game). The end-result for the game's REAL-TIME mechanism is obvious, especially when it comes to commanding unit larger than 1 company; I should rely much on the DUMB AI controlling my troops.
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