at the risk of sparking a 3 page debate, and knowing the answers are probably buried deep on the board already, i still boldly ask as my e-troopies are in a bind.
im in a 9/44 game USA vs Ger at night. vis 5. i selected 2 platoons armored inf with m9 bazookas knowing my opponent likes tanks and hoping he wont check visibility on map before he buys.
a platoon of panther As attack my hill and squash the platoon unharmed. the reason is, instead of firing the bazooka at range 2 or 1 with a 30-60% chance (stab in the dark) they would rather assault the tank with a 8% chance and then get blasted off the hill.
2nd platoon has tanks closing in that recon pointed out. how do i avoid this disaster from happening and having my 2nd flank rolled? or is it a game design problem i will just have to get over and adapt a new strategy?
please help, i hear the diesels churning and treads clanking!!!!!!!!
Close assault question...
Moderator: MOD_SPWaW
Close assault question...
In the Last days its said the Lion will lay down with the Lamb. Even on that day, I would want to be the Lion. Ben Gurion
First the obvious things. What max range are your inf units set to fire? Do they have 2 hex visibility to the panthers as they approach? Are they set in defense mode to maximize op fire on approaching vehicles? Are your units suppressed by previous enemy fire? Are you deployed so that more than one bazooka can fire at the tanks that are rolling over you? What terrain are you in that you only get 8% assault chances? Did you buy arty to suppress and button up the panthers?Originally posted by Truckeye:
at the risk of sparking a 3 page debate, and knowing the answers are probably buried deep on the board already, i still boldly ask as my e-troopies are in a bind.
im in a 9/44 game USA vs Ger at night. vis 5. i selected 2 platoons armored inf with m9 bazookas knowing my opponent likes tanks and hoping he wont check visibility on map before he buys.
a platoon of panther As attack my hill and squash the platoon unharmed. the reason is, instead of firing the bazooka at range 2 or 1 with a 30-60% chance (stab in the dark) they would rather assault the tank with a 8% chance and then get blasted off the hill.
2nd platoon has tanks closing in that recon pointed out. how do i avoid this disaster from happening and having my 2nd flank rolled? or is it a game design problem i will just have to get over and adapt a new strategy?
please help, i hear the diesels churning and treads clanking!!!!!!!!
thanks, John.
well, the default range said 1 or 2 on the infanty when i started changing them to 1 or 0 to see which might work. infantry were in woods or rough hexes. panthers in most cases were seen at 2-3 hexes----hard to say in a pbem game when it actually happened. vis is 5. one problem is my platoon was spread out somewhat so that they were not adjacent, but certainly would think with vis5 there should have been some overlap.
the good news is when i move, i seem to be able to get close without being seen. killed a tiger and panther that way, just trying to figure out how to survive his turn. how do you set them in defensive postion/posture? i hadnt been in place long enough for foxholes to appear.
what happens if i turn off all weapons but the bazooka? would probably still assault with it huh?
being early in the game, no one was under any arty fire yet. with such low visability, hadnt seen much of each other yet.
[ August 22, 2001: Message edited by: Truckeye ]</p>
the good news is when i move, i seem to be able to get close without being seen. killed a tiger and panther that way, just trying to figure out how to survive his turn. how do you set them in defensive postion/posture? i hadnt been in place long enough for foxholes to appear.
what happens if i turn off all weapons but the bazooka? would probably still assault with it huh?
being early in the game, no one was under any arty fire yet. with such low visability, hadnt seen much of each other yet.
[ August 22, 2001: Message edited by: Truckeye ]</p>
In the Last days its said the Lion will lay down with the Lamb. Even on that day, I would want to be the Lion. Ben Gurion
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One more point; for a bushwhack to work here, the 2 attackers must be the ONLY ones who can see the victim from 1 through 5 hexes. If anyone else can see them, you can be sure the program won't pick your ambushers to OP fire. It will wait until the 1 hex close assault routine kicks in - this seems to overide the OP fire routine. If the ambushers are the only ones to see the target all the way in, they probably will opfire. Set up a MG who can fire at & button the victum as he approaches. A MG can do this without getting spotted himself.
Tommy
Tommy
Hello Truckeye
Some things that may help.
1) go to the platoon HQ unit, and order it to give the same command to all units (not just itself), the order it to change stance to defensive.
2) Try setting the reaction range ("Y" key) of all untis armed with Bazooka's to 5, DO NOT disable the other weapons the unit has.
3) use your FO to call down fast response artillery on any spotted units that are a threat, to suppress them and make them button up prior to their turn. (remember, Fast response arillery called down by an American FO has a delay of 0.1)
You may need to prioritize your response, especially if using mortars, as American mortars really burn up the ammo when fired this way.
4) use your FO to call down smoke from fast response artillery, to isolate your spotted units from any alive and kicking enemy.
(that way they lose track of your unit, and so you greatly increase the chance of being able to close assault when they wander adjacent to you). Note that this conflicts with point 3) so you need to make a command desicion.
5) Have your engineers lay mines in front of them. (that is is you have engineers, and they are positioed so as to place the mines at a point that the mines will interfere with the enemy, but not your own troops.)
Hope this helps.
Some things that may help.
1) go to the platoon HQ unit, and order it to give the same command to all units (not just itself), the order it to change stance to defensive.
2) Try setting the reaction range ("Y" key) of all untis armed with Bazooka's to 5, DO NOT disable the other weapons the unit has.
3) use your FO to call down fast response artillery on any spotted units that are a threat, to suppress them and make them button up prior to their turn. (remember, Fast response arillery called down by an American FO has a delay of 0.1)
You may need to prioritize your response, especially if using mortars, as American mortars really burn up the ammo when fired this way.
4) use your FO to call down smoke from fast response artillery, to isolate your spotted units from any alive and kicking enemy.
(that way they lose track of your unit, and so you greatly increase the chance of being able to close assault when they wander adjacent to you). Note that this conflicts with point 3) so you need to make a command desicion.
5) Have your engineers lay mines in front of them. (that is is you have engineers, and they are positioed so as to place the mines at a point that the mines will interfere with the enemy, but not your own troops.)
Hope this helps.
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how do you control all the opfire in a pbem game? i appreciate your suggestions. but ive not seen a MG opfire at a tank in pbem or from the AI vs me very often. i understand the principle of buttoning the tank and suppression with arty. i will do all i can on future rounds, but really if the blasted bazookas would just fire instead of assault i would be most happy!
interesting point on the engineers. if you purchase mines, you can now lay them during a game? boy, i really need to read that manual and print it out!!
unfortunately, my arty only consists of 2x60mm mortars (one now KIA) and a battery of 75mm HOW. with bad visibility, i figured that most of the time i know where he is, i would be raining down arty on my own units.
interesting point on the engineers. if you purchase mines, you can now lay them during a game? boy, i really need to read that manual and print it out!!
unfortunately, my arty only consists of 2x60mm mortars (one now KIA) and a battery of 75mm HOW. with bad visibility, i figured that most of the time i know where he is, i would be raining down arty on my own units.
In the Last days its said the Lion will lay down with the Lamb. Even on that day, I would want to be the Lion. Ben Gurion
Ok from what I read you have set the inf range to 1, if an enemy unit move next to one of your units your unit will attempt to assualt rather than shoot. To improve the chances of a succesful assualt, you need to have your units in position at least one turn before the assualt, that's not moving or shooting, good defensive terrian helps (trees, rough, etc). It does not sound as if you are using CC, if you are make sure your units are in Defensive mode.Originally posted by Truckeye:
how do you control all the opfire in a pbem game? i appreciate your suggestions. but ive not seen a MG opfire at a tank in pbem or from the AI vs me very often. i understand the principle of buttoning the tank and suppression with arty. i will do all i can on future rounds, but really if the blasted bazookas would just fire instead of assault i would be most happy!
interesting point on the engineers. if you purchase mines, you can now lay them during a game? boy, i really need to read that manual and print it out!!
unfortunately, my arty only consists of 2x60mm mortars (one now KIA) and a battery of 75mm HOW. with bad visibility, i figured that most of the time i know where he is, i would be raining down arty on my own units.
The 75mm guns have smoke cover your inf with it this is like adding defensive terrian, particularly agains tanks (they can't see you). If you set your inf range to 2 then they should fire at that range, this is good if you have not been in position for a turn. Oh yea smoking them and then hunting those tanks down in the smoke with bazooka teams works good too, just get them from behind. Hope this helps.
On engineers you don't have to purchase mines to get them to lay them, it is an capability of engineer to lay mines, go to the unit screen and click on the 'remove mine in front of unit' you have three options; remove, don't remove, place.
Op fire, usualy your units will only fire at enemy unit within the range you set. Remember if you are fired on, the game will reset your range to the max. My usual setup it to set MMG to a range of 5, Infantry against Infantry range 3 agains tanks 1, HMG to a range of 10, ATG to 5 so I can have more control or 10 it I want less control, tanks to 5. This means that these units will not fire at ranges greater than what I have set unless I tell them to during my turn or an enemy unit spots them and shoot at them.
[ August 22, 2001: Message edited by: pbear ]</p>
If you don't wants your units to assault the tank, set its range to 0. That way unless the tank actually roll over them, they would stay hidden until your turn. In case they are fired on by the enemy when discovered, they would be able to return fire, but since they most likely have been pinned from the enemy fire, they would just shoot back instead of assaulting.
BTW, I found that troops with bazooka are much deadlier against tank when they use selective shot at the tank (using the c key) rather than assaulting.
BTW, I found that troops with bazooka are much deadlier against tank when they use selective shot at the tank (using the c key) rather than assaulting.
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Les Miserables
Les Miserables
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Because close assaults were coded in the original SP where you could not enter an opposing units hex. Melee & Over runs were recently added and can take advantage of the ability to enter enemy hexes. If close assault were updated it probably should be at zero hex only.Originally posted by Cona:
Units Melee at zero range, Overrun at zero range ... why do they "close" assault at range ONE !?
Saludos a todos,
Cona.
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