The return of an old issue.. (Full Version)

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Resisti -> The return of an old issue.. (5/3/2002 8:24:59 PM)

... at least this is how a former Spwaw oob developer, Stuart Millis has described it.
It should have been fixed long ago, but it seems appearing again.
Here it is what happened:

Actors: A german Spec Ops Squad and a Polish inf.squad.
Action: the Poles, due to combat effect, retreats in the same hex containing the spec Ops squad.
The spec ops squad attacks the Poles: smg (no casualty) then lmg(no casualty) then satchel charge and here it is the result of the attack with this weapon:

Poles squad:10 casualties (disperse)
german squad: 6 CASUALTIES !!!

Yes, you heard well, the spec Ops squad has inflicted 6 casualties to ITSELF........

This could be related to the satchel charge warhead or something like that, but surely it is not the way it should be.

Anybody else noticed this?
Any explanation?




Larry Holt -> (5/3/2002 9:04:35 PM)

Are you asking if this is unrealistic from a real life or gaming point of view? Clearly in real life one could toss an explosive charge that could effect friendly soldiers nearby. In game terms, charges are really for breaching and should not be used this way. Keep them turned off until needed to breach.




Eberbach -> (5/3/2002 10:02:25 PM)

actually in desperation once i threw a charge at incoming infantry.

i didnt take any friendly casualties though that i can remember




Charles2222 -> (5/3/2002 10:38:18 PM)

The basic point is that you disable large shell weapons in the same hex with one of your units. Most of us wouldn't assault an adjacent hex with enemy units in it, when our own troops were there too, but it's real hard to think of turning off the large shell weapon when you're attacking with the unit in the conflicted hex. I've probably seen this before, but there was always more than one enemy unit in the hex, or I assumed there was a hidden enemy unit that got hit.




Warhorse -> (5/4/2002 12:01:37 AM)

I can buy that!! In the Marines I got to play around with some explosives, they pack a mean whollop!! I wouldn't even consider throwing a grenade in the same area as myself and the enemy, much less a whole satchel charge...ouch!!




Akmatov -> Happens with MGs too (5/4/2002 12:29:40 AM)

I've noticed in my current 7.1 long campaign that when enemy infantry in the same hex as one of my tanks attacks the tank with MGs they occasionally inflict a casualty upon themself.

I actually think of this as realistic. Wonder what the experience level was of the special forces who blew themselves up with a satchel charge, or perhaps it was the working out of the battlefield maxim "**** happens".

In any case I think it is realistic that occasionally unexpected 'goofs' show up. Jurgen was having a bad day and slipped as he threw the charge and opps.




Bernie -> Re: Happens with MGs too (5/4/2002 4:32:24 AM)

[QUOTE]Originally posted by Akmatov
[B]I've noticed in my current 7.1 long campaign that when enemy infantry in the same hex as one of my tanks attacks the tank with MGs they occasionally inflict a casualty upon themself.

I actually think of this as realistic. Wonder what the experience level was of the special forces who blew themselves up with a satchel charge, or perhaps it was the working out of the battlefield maxim "**** happens".

In any case I think it is realistic that occasionally unexpected 'goofs' show up. Jurgen was having a bad day and slipped as he threw the charge and opps. [/B][/QUOTE]

You ever try to throw a satchel charge? Those suckers don't fly for beans. :)

Unless you're a shot-put expert I doubt a satchel charge could be thrown more than 30 yards, well inside the blast radius. Therefore, procedure is to yell, "Fire in the hole" when using charges, and the rest of the squad grabs dirt. Obviously someone forgot to yell. Or perhaps, in the hand-to-hand fighting one of the enemy grabbed the soldier carrying the charge and accidentally set it off.

Like you said, "Feces happens" :)




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