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About the new firing result - 6/25/2001 1:54:00 PM   
mr172

 

Posts: 201
Joined: 5/15/2000
From: Roma Italy
Status: offline
Well my friends, I think that we, all, was biased from to many years of SP playing. But what we have till now was a great game pleasure but not what we can get in a real battlefield. With the outrageous high casulaties ratio for the advancing infantry neither minefields nor barbed wire was really needed to stop an assault, and this is not what happens. Now some of this tricks became useful to slow and stop the wave. More I ever found at last strange that a single infantry squad in open field could wipe out a mg or infantry gun in a duel from range of 10 hexes. Also the melee and overrun must be considered not only as a nail, fist and knife fight but also the short range fire Again we often forget (may be effect of the unit icon/hex dimension look) that we have 10/12 men in an area of 2500 square meters, one man for every 5 meters front if they are deployed in line, so fire must be aimed not sprayed to get heavy casualties. And how many regular infantrymen could hit a moving target at more than a football field range? The goal, I think is to have the actual effectivness, with a little growth of losses for the first volley against marching troops in open and in close quarter (one hex range). So may be is only matter of time to get the feeling of the new engine. Cheers Massimo

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- 6/25/2001 2:25:00 PM   
AmmoSgt

 

Posts: 1002
Joined: 10/21/2000
From: Redstone Arsenal Al
Status: offline
While i have to agree that casuality rates for a 1 hour ( 20 turns or so .."machine gun all the crews" ) fire fight might in the past been a bit high ... I gotta ask you ..Does waltzing across fields of fire, as has been described, make more sense ... Pretty much as I understand the problem of maneuvering dismounted under fire .. you tend to hunkerdown, and have some other source pin what is pinning you so you can maneuver, otherwise you die or go real slow. It is unlikely at section bounds one section could suppress a squad alone for the other section to maneuver very fast, if at all ... I got to do more checkin myself ..

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"For Americans war is almost all of the time a nuisance, and military skill is a luxury like Mah-jongg. But when the issue is brought home to them, war becomes as important, for the necessary periods, as business or sport. And it is hard to decide which

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- 6/25/2001 5:42:00 PM   
Del

 

Posts: 123
Joined: 4/22/2001
From: Central USA
Status: offline
What I would like to see is increased effectiveness against crewed artillery other than AT guns with shields. These guys are in the open, take fire from several sources, take little or no casualties and still shoot back as if nothing is coming their way. :rolleyes:

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- 6/25/2001 10:14:00 PM   
Belisarius


Posts: 4041
Joined: 5/26/2001
From: Gothenburg, Sweden
Status: offline
I don't know in just how many threads this issue is discussed in right now. I've had a brief try since my update this morning, and it seems to work fine. In a scenario save, my SO rifle squads melt away in the MG42 bullet storms, but the 98k's are nearly not so effective. Artillery causes more damage which seems ok. Although it does seem like my rifle squads have trouble scoring even one kill...but that might be coincidental.

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