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Fun with 7.1

 
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Fun with 7.1 - 3/31/2002 11:06:36 PM   
mao

 

Posts: 167
Joined: 9/15/2000
From: Michigan, USA
Status: offline
Yesterday... I forced a Japanese squad (lots of them, in fact) to retreat.

I also.......... drove a halftrack through a stone wall without immobilizing it!!!:eek: :cool: :D

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- 3/31/2002 11:22:38 PM   
Warrior


Posts: 1808
Joined: 11/2/2000
From: West Palm Beach, FL USA
Status: offline
I've had a tank hit a wooden building and become immobilized, then get free two turns later. :)

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Retreat is NOT an option.



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Post #: 2
- 4/1/2002 12:40:28 AM   
Bing

 

Posts: 1366
Joined: 5/20/2000
From: Gaylord, MI, USA
Status: offline
Use them tanks and HT's to punch through hedges, men. They do a fine job of it now.

Bing

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Post #: 3
- 4/1/2002 1:30:32 AM   
Supervisor

 

Posts: 5166
Joined: 3/2/2004
Status: offline
These are some of the many issues resolved in 7.0-7.1 We were hoping for a positive responce like these.

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Post #: 4
Houses made of paper (not in Japan) - 4/1/2002 6:41:17 AM   
AJVa


Posts: 69
Joined: 1/17/2001
From: SF
Status: offline
I had two panicked halftracks (were fleeing from attacking tanks) plow thru five (5) hexes of houses and not get stuck. :eek: Those buildings must have been quite poorly constructed.:D
Hum... guess I don't need no blade tanks anymore.:p

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Post #: 5
- 4/1/2002 7:26:20 AM   
Paul Vebber


Posts: 11430
Joined: 3/29/2000
From: Portsmouth RI
Status: offline
Try it in hedgerows, I think you'll want the blade tanks there! Its amazing the stuff you forget about ;)

Obviously we adjusted the immobilization chanches and adjusted the Japnases so they are more like "fanatic Soviets on defense", just all the time... THey basically ignore "retreating" and treat it like pinned, they only retreat when routed and faol a special moreale check that eir leaves them routed, or returns them to normal ("banzai").

There is now a "saving throw" based on how heavy you are (lighter things don't get stuck nearly as much) and its much easier to repair from "getting stuck" now.

Thanks for reminding me about those...:o

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Post #: 6
- 4/2/2002 4:38:35 AM   
Venger

 

Posts: 51
Joined: 7/31/2000
From: Home of the 90mm M46, keeper of the Can O'Whoopass
Status: offline
Indeed, much, MUCH more enjoyable with immobilization - I had several immobilized vehicles get repaired after a few turns, though some didn't. Realistic, and much more fun, especially with a limited force. When you got 10 tanks, having one stuck in the mud is a killer. Freeing it after 5 turns really makes the game more enjoyable.

Also, it helps when the AI pathfinding moves a unit through a building and YAY it doesn't get stuck...

Venger

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Post #: 7
- 4/6/2002 1:09:58 AM   
Kanon Fodder

 

Posts: 196
Joined: 9/8/2001
From: Portland, Orrygun
Status: offline
I played the [COLOR=blue]Mice vs Marshall[/COLOR] scenario yesterday (German & Romanian vs Soviet, Nov '42) and was very pleased to see my MkIII, MkIV and StgIII run through buildings without being immobilized!

:D

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Post #: 8
Repaired Units! - 4/6/2002 6:31:04 AM   
John David


Posts: 373
Joined: 3/21/2002
From: Montreal, Quebec
Status: offline
I too have had a much needed tank or AFV return to action after having it repair itself during a battle.

Man, it is nice to see that you have a fresh crew with little or sometimes no suppression and fully armed ready to join the battle.

It's like having the calvary come charging over the hill to the rescue:D


John

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The only thing good about war, is it's ending!


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Post #: 9
- 4/6/2002 7:29:32 AM   
Fallschirmjager


Posts: 6793
Joined: 3/18/2002
From: Chattanooga, Tennessee
Status: offline
From what Ive read tank crews tried to avoid driving through buildings as mush as possible to avoid throwing a track or falling into a cellar. Is this true?

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Post #: 10
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