orc4hire -> (1/17/2001 8:58:00 AM)
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Captn_Jack,
>But tripling a 2 man crew with pistols chance of success should still be very close to 0% anyway
>wouldn't you say?
I would. The game engine disagrees. And it's a bug in the game engine I was talking about.
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As far as a tanks 'blind zone' goes, on modern tanks it varies from about 9-15 meters, depending on the tank and the facing. Interestingly enough, the minimum range of effective infantry anti-tank weapons is about 10 meters. So, when infantry is in the zone in which the tank can't hurt them, their ability to hurt the tank is dramatically curtailed.
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This may be true for rifle grenades and bazookas, but what about satchel charges, molotovs and hand grenades? Are you saying once a person gets within this "safe zone" that they have no effective means of destroying a tank? I disagree with you here and say the chance of destroying the tank is greatly enhanced using these weapons. Tossing a satchel charge into an engine compartment is a whole lot better than throwing it at the tank from 50 meters away.
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Well, let's see, did I say that? "So, when infantry is in the zone in which the tank can't hurt them, their ability to hurt the tank is dramatically curtailed." Hmm. I would say, no, I didn't say that.
By the by, how many satchel charges did, oh, let's say, a 1940 vintage Belgian rifle squad carry around with them? The way people talk about infantry's awesome power of radiating death in close combat with tanks you would think every rifleman carried 3 or 4.
And I would have to disagree wtih you and say that the crowbars, grenades, and the old log between the tracks so often referred to in the other thread, are NOT more effective than a bazooka. After all, if those things were doing the job so well, why come up with the RPGs?
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Keep in mind that SP hexes are 50 yards, and it has been established that for targetting purposes that everyone is in the middle of the hex, so infantry assaulting from an adjacent hex are crossing 50 yards of ground to attack a tank that is probably in motion, and may easily be going 20-30 mph.
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I have no problems with this either, but there are as many times when tanks are stationary or immobile not to mention suppressed. Then the infantry can move into the very hex the tank occupies. Or how about infantry moving into the same hex with a tank who has expended all it's op fire?
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Oh, sure, I read all the time about individual tanks driving out into a field and stopping to take a nap while their infantry support catches up.
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In certain circumstances, skilled infantry who had had time to prepare and were willing to accept the casualties, could defeat a tank without the use of specialized anti-tank weapons. But in general, infantry is more afraid of tanks than the other way around, and that should be represented in the game.
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Tell me there is no fear in a tankers heart when he is told to drive his platoon of tanks through an un-scouted forest, which is occupied by infantry. Tanks can take out any infantry when they see them, and the greater the distance the better. Infantry can also take out any tank, and the closer the better. Infantry doesn't cower from armor. If that were the case, the world would be a whole lot different than it is now as the Panzers would have scared everybody out of their paths. Broken infantry will retreat from armor in the game, same as in real life. Casulties "are" suffered by the squads in the game when attacking armor. BTW, most of my tank kills come from bazooka equiped squads firing their weapons selectively. I think my kill ratio is higher this way then by "close assault" as I have seen many "CA"'s fail.
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Tell me there isn't more fear in the infantrymans heart when he hears the tank coming. Which is what I said.
Infantry _DID_ cower from armor, the panzers _DID_ scare most out of their paths in the early years.
I hate to break your heart and all, but it happened.
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And to those who say, "If you don't want to lose tanks to infantry who are 3 times as effective as they should be, don't let the infantry get within 100 yards of your tanks," I can only say, "If you want your infantry to be able to take out tanks without the benefit of anti-tank weapons, either accept the historical capabilities and learn how to use your infantry, or adjust the preferences to reduce tanks to the state of impotence that makes you happy."
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That's really funny as I haven't made a statement that would in anyway imply what you quote. I feel that not only should the infantry perform as they did in real life, but all the weapons and units should. And, I rely on my tactics to render an enemy tank impotent, not a request for a programmer to change some code. Cheers and good hunting to you!
CJ
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Well, gee CJ, that's really funny 'cause I never said you did. However, Mindspy said, "afterall if you don't want to lose tanks to infantry don't drive unescorted and don't get within six hexes of them either."
If you're going to go through the trouble to quote me, I'd think you'd at least take the trouble to read what you're quoting.
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