Area Fire with British AFVs

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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Dice4Eyes
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Post by Dice4Eyes »

Originally posted by Charles22:
Dice4Eyes: Are you sure it's the version? I ask, because version 2.3's manual had no problems whatsoever on Acrobat's 2.1.
It sounds like its an version problem. What do you have to lose. ImageDo the other acrobat files in v4.0 work, if they work it could be a corrupt file. Download a newer version of acrobat or the manual on the download page.

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Divide et Impera
Daniel E
Divide et Impera
Daniel E
Charles22
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Post by Charles22 »

I haven't tried any of the other files, nor saw a need, however, I've tried it at least twice at home, and once at work. Perhaps I'll try getting a newer version tommorrow (have gaming today), but it just surprises me that they would suddenly make a manual which wouldn't be compatible with 2.1, when the previous ones were.
BA Evans
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Post by BA Evans »

Originally posted by Charles22:
BA Evans: Nice try, but you've miscalculated my intent. <snip>
Ah, I think I have. I have only played against the AI. Whenever the AI abandons a tank I want to make sure that the AI doesn't recrew the tank a few turns later. My goal with these tanks is to make sure they stay empty until my forces overrun their position.

I go to great pains to save experienced crew. I have completely changed my battle plan and axis of attack when an important unit become threatened. Maybe not the smartest thing to do, but if I get the Decisive Victory and save the crew, I am a very happy man.

BA Evans
Charles22
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Post by Charles22 »

I almost never buy artillery, but if I ever resort to bombardment it's either by air attack or much more likely to be from direct fire.

From what I've seen playing as Gerry, even if I don't inflict a casualty to the crew, if I fire at the unit between 5-10 times, the question of their getting back to the tank is very remote (actually....if we blend your strategy together with mine to deal with enemy crews, what do we come up with? Ah, bombard with tanks direct-fire. Actually I would feel safer with at least hurling 2 or three rounds via reguler direct-fire and then hurl in three or four rounds of direct-fire bombardment, which if it's coming from a 70mm+ gun, I would think would send their suppression up at least another ten points).

BTW, I mentioned somewhere, perhaps another thread, that the crews have only maximum speed of three, and so therefore aren't a threat, but since then I've found this to be untrue; it's a speed of six, and their mixed bag of weapons has a range of six. In my current battle, a large part of my hide was saved by that venomous AI trying to slaughter my crews. The crews, though some might have got slaughtered, gave enough time for my hard-charging relief platoon to stabilise and finally wipe out the tank opposition. I probably lost between 6-7 tanks in various forms of damage due to his concentrated attack. This was quite exciting, because the area had many times also been plastered very heavy bombardment from the Polish artillery. Ah, but just to make sure my now dominance is complete, a Ju88-A-4 is on it's way, next Polish phase it will hit. My engineers and rifle squads got the living daylights bombarded out of them. This was the first battle I'd fought which had times victory hexes on the front three clusters of hexes. Normally I'll defend the front haxes to the last man anyway, but if the hexes were who controlled them last, I probably would have abandoned them much quicker, as the bombardment was killer and the area's fire was pretty limited (visibility only 15 to boot).

It was rather fascinating for me, but the prior battle, the 9/39 one, I used a JU88-A-4 as well and it worked so well that I decided to get one again in the next battle. What happened in the first battle, was that I forgot to use it during the critical "I First Spot Enemy Tanks En Masse, Approaching" Phase. There was a mid-sector which the enemy was getting so many units in, en masse (during an assault), that I was facing the real possibility of my priorly ranges of one, for several infantry units, finding them totally wiped out, with the area tanks damaged (including malfunctioning guns) and threatened by Inf-ATs as well. Man, this was just picturesque; it was awesome!!! The Ju88 received 18 damage just upon entering the screen (the enemies rear - forgot to adjust flight path) and hit three or four hexes, right at the lynch-pin of the enemy geting on my hill. It must've wiped out like six or seven units, but ended up slicing one of my infantry in half, but my infantry stood firm. I couldn't believe that the JU88 hit the exact perfect hexes, at the exactly perfect time, and the enemy never had any gumption anymore; the hill was threatened no more. Believe it or not, after receiving 18 damage points, the Ju88 was ready for more duty, but I didn't dare use it again. I'm certain that the Ju88's target point was some five or six hexes distant from the hill, but he charged forward to the enemy's highest concentration. Frankly, I've yet to see a more dramatic point in a game, though my platoon of tanks racing from an unthreatened northern area to the severely attacked area in the south of the current battle comes close.
BA Evans
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Post by BA Evans »

Sounds like a real exciting battle. Way to go, Charles!

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Paul Vebber
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Post by Paul Vebber »

An infantry movement allowance of 6 = 3 hexes becasue all terain types cast infantry at least 2 MPs If you shoot at them it gets cut in half to 3 - menaing they only can move 1 hex.

Hope that clarifies their movement anyway :-)
Charles22
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Post by Charles22 »

Paul: I was referring strictly to the movement points, not to how many hexes that might cover. The threat that a '3 movement point' unit would have, to anything like sneaking up on tanks, would about eliminate their ability to do anything, but 6 pts. doesn't make them so trivial and should still be regarded as a possible tank-killer. Also, if the speed were as poor as 3, the chances of that unit getting eliminated are very high, because it would make it quite difficult for it to get away from harm, even if you wished to bump off a few regular infantry type units before you dealt with the crews. Of course waiting until the crew retreated into a hex comtaining another infantry type unit, would make fire on the hex as icing on the cake.

[This message has been edited by Charles22 (edited September 18, 2000).]
Charles22
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Post by Charles22 »

I think the story I told about the dramatic airstrike, would be, if it were possible, another reason why it would be nice to have a 'pause' key of some sort for the opponent's phase (in my case the AI's phase). Sometimes, during op fire or my turn, I will strike up some martial tune to add to the drama, however, in the case of the airstrike I would have loved to have been able to load "Ride of the Valkeries" (perfect for airstrikes of which I have so few), but without the pause ability the strike is over by the time anything can be done.
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