Once a crew abandons a tank is there a way to get them back in the tank ???
Moderator: MOD_SPWaW
Once a crew abandons a tank is there a way to get them back in the tank ???
thx , maybe they just do it automatically ... also is there an option to have the top open or buttoned ??? thx
Same is true for crewed weapons (AT/AA guns, mortars, and fortifications). Provided you can keep the enemy from firing at them, and they can rally to a "ready state", they will usually re-man the weapons. Once had a US 76mm AT gun kill a PzKpfw-IV(j), receive fire from 2 others, break, abandon the gun, rally, re-man, kill a second one, take fire, break, rally, re-man, kill a PzKpfw-Vd, take fire, break, and run for the rear! 
And this crew was new....first battle of Utah-Rhine. Think what they're gonna be like when they get a little more experience!

And this crew was new....first battle of Utah-Rhine. Think what they're gonna be like when they get a little more experience!

Heh, that reminds me of a generated German delay vs. Soviet advance - I had a 76mm AT gun that was abandoned, the Soviet force had bypassed it, ignoring the crew. A few turns later, it was re-manned, and, using the 3 shots it had, killed 2 T-28 and damaged another tank. It then got another kill during the Soviet's turn. It was really something to see! Sadly, they didn't make it...
Originally posted by Flashfyre:
Same is true for crewed weapons (AT/AA guns, mortars, and fortifications). Provided you can keep the enemy from firing at them, and they can rally to a "ready state", they will usually re-man the weapons. Once had a US 76mm AT gun kill a PzKpfw-IV(j), receive fire from 2 others, break, abandon the gun, rally, re-man, kill a second one, take fire, break, rally, re-man, kill a PzKpfw-Vd, take fire, break, and run for the rear!
And this crew was new....first battle of Utah-Rhine. Think what they're gonna be like when they get a little more experience!
Pure one-up-manship:
in an early U2R battle I had a Sherman M4(75) crew return to their vehicle after abandoning it twice (shot at by stug IIIs and PIVs), finished the battle with an extra 8 kills, including stugs IIIs, PIV's, PSW-234-/4 (75mm L48 AC), sdkfz - 251, and finally, a Panther at 6 hexes.
The killer was that the rest of the platoon had upgraded to 76mm and this was the only one still as a 75 - and the only one to realy survive the battle (of 5: 2 total killed, 2 down to mgs only, one of them immobilised)
This should be easy to correct - like the unit class "26 utility vehicle" which runs from battle imidately when unloaded they could retreat no matter what ...Originally posted by Flashfyre:
... the AI never does so. Surviving crewmen always seem to charge my lines
Thnk this should work ?!
Arralen
[This message has been edited by Arralen (edited December 12, 2000).]
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remanning was one of the main complaints i had from the original. Enemy tanks would get suppressed and flee, then a couple of turns later they would reman the tank again. In the mean time a non-crewed tank was not a valid target. I once had an enemy kv1 remanned half a dozen times and start shootuing at me, due to smoke and terrain i couldn't shoot at the crew and suddenly the tank would be shooting me again. It is not as prevalent in this release because tanks don't get as much suppression from small arms fire and low quality guns which do not have much chance against them.
I always have a few tubes of mortars tasked with supressing crewmen who have abandoned their vehicles. Whenever I see enemy crew exit their vehicle, I assign a mortar to bombard their hex. Usually after two or three turns they have run away or have been killed. If I am not sure, I keep bombing their hex until I get some infantry to examine/destroy the vehicle.Originally posted by jerrek:
I once had an enemy kv1 remanned half a dozen times and start shootuing at me, due to smoke and terrain i couldn't shoot at the crew and suddenly the tank would be shooting me again.
BA Evans
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Just a side note....But has anybody noticed that when you abandon a perfectly working tank (that nobody hasn't seen yet) - it is invisible to enemy troops/vehicles! - Even to squads in the same hex...!

Is this right? I mean, this is really a bug that somebody might use to cheat...

Is this right? I mean, this is really a bug that somebody might use to cheat...
--Peregrine Falcon--
Yeah, Arralen, I think something like that could work. Problem is, if they're set to flee the field right away, then there goes the chance to rally and reman the weapon/vehicle. What I think MIGHT work is to instruct the AI, thru unit coding, that the "crewman" unit is not valid to move closer to known enemy units (thereby keeping them from suicide charging), and it's primary task is to rally and reman the weapon (subject to supression results).
In this way, crews that bail, either from heavy supression or vehicle damage, won't start acting like infantry and join in the advance. Also, they would be more likely to reman their guns.
And if the weapon/vehicle is destroyed, then their task becomes on of retreat off the map.
Thoughts?
------------------
The Motor Pool
http://www.geocities.com/aurion_eq/index.html?976419304550
kmcferren@cvn.net
In this way, crews that bail, either from heavy supression or vehicle damage, won't start acting like infantry and join in the advance. Also, they would be more likely to reman their guns.
And if the weapon/vehicle is destroyed, then their task becomes on of retreat off the map.
Thoughts?
------------------
The Motor Pool
http://www.geocities.com/aurion_eq/index.html?976419304550
kmcferren@cvn.net
Flashfyre, -It could be easier if the crew value without it's main weapons is more than a value of their equipment. In campaign games it's all the same, you'll just have to keep them alive. In scenarios I use crews to clear mines, they are not handy in it, but they add their effort to win a battle. What you say about sending themto recon-missions, I'll agree that it's not what they'll suppose to do.
salute
mosh
If its not rotten, shoot again
mosh
If its not rotten, shoot again

