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Tanks Must be Careful at the Beach
Posted: Tue Dec 19, 2000 7:30 pm
by Panzer Capta
In a recent beach assault scenerio i lost two precious tanks in shallow water.....it was due to engines flooding out. Although i am only part way through the scenerio, are these tanks lost for good? Secondly, for future reference, how does one avoid a tank from being immobilized from engines flooded with seawater? Geesh, these amphibious assaults are tough enough with the tanks!!!!!
Thanks
Posted: Tue Dec 19, 2000 9:25 pm
by Flashfyre
I think that engine flooding is a breakdown, but I'm not sure how fixable in gametime. I had a couple of Sherman's get flooded in shallow water, during a river crossing, in view of the German panzers. Both got brewed up, so I never got to see if they repaired themselves.
The only way I know to avoid this is to buy tanks with a "swim" value. That makes them amphibs, and are designed to travel in shallow water.
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The Motor Pool
http://www.geocities.com/aurion_eq/index.html?976419304550
kmcferren@cvn.net
Posted: Tue Dec 19, 2000 9:42 pm
by AmmoSgt
Only Had this Happen once long campaign US December 42. Tank was Maneuvering on the beach to avoid a mine field... it was out for the whole game..but the crew Heroicly stayed with it and bravely ate K rations thru the whole battle
Posted: Tue Dec 19, 2000 9:56 pm
by Charles22
On the subject of breakdowns, during my somewhat limited play I've noticed that I've never seen an immobilised vehicle, other than SP AA get fixed, unless it's the very last turn. The SP AAs I've seen go down, in both cases, went immobilised one turn, and the turn after that were fixed. Probably not a bug, but I have to wonder why with all the breakdowns I've seen, I've maybe seen one or two main guns/mgs get fixed, SP AA immobilisations fixed 100% of the time on the next turn, and all other immobilisations only one the last turn (though most of my battles are lass than 20 turns long). Now if only I could get those SP AA crews to get out of the vehicle and fix the other immobilisations. Those dudes must have real mechanics in them (sure would be neat to see little mechanic sections).

Posted: Tue Dec 19, 2000 9:58 pm
by Charles22
BTW, perhaps that's the answer to what has been bandied around as our "too high breakdown rate", is to leave it as it is (or higher) and have little mechanic sections to fix them at twice the rate the crews have been doing?
Posted: Tue Dec 19, 2000 10:09 pm
by Warhorse
Interesting, I've seen many vehicles get repaired, but NEVER saw a single weapon repaired yet??!! I turn that option off periodically now, just too much hassle to have things break down and never get fixed. I do leave on the vehicle breakdown though.
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Mike Amos
Meine Ehre Heisst Treue
Posted: Tue Dec 19, 2000 10:17 pm
by skukko
Flooded out vehicles get back to duty faster than due to mechanical failure. It's almost safe to drive whatever vehicle at shallow water. What bothers me is that when paras fall in the river, water, they don't get admittedly their rafts. AT-teams, mortars and Mg:s stay in the water, they can't either swim or they are not capable of pop out raft.
Posted: Wed Dec 20, 2000 7:39 am
by Wild Bill
I've seen both repaired, weapons and vehicle breakdowns, but I think it is dependent upon also the units experience #,
Even immobilized tanks in water sometimes get cranked back up. But I would not count on them!
Wild Bill
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In Arduis Fidelis
Wild Bill Wilder
Coordinator, Scenario Design
Matrix Games
Posted: Wed Dec 20, 2000 9:42 am
by Flashfyre
I've seen mud-stuck tanks get dug out, tanks immobile in trees fix themselves, even tracks with suspension damage repair and continue on to fight. However, I have yet to see a weapon come back on-line after malfunctioning. Mortars broken, main guns jammed, MGs busted, even hand grenades(:eek

stop working. None have ever been repaired during battle.
BTW...how exactly do hand grenades malfunction? Does the pin get stuck?
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The Motor Pool
http://www.geocities.com/aurion_eq/index.html?976419304550
kmcferren@cvn.net
Posted: Wed Dec 20, 2000 10:47 am
by Igor
Erm...Sarge...are these the regular grenades, or the booby trap ones with the 1/10th second fuse we're supposed to leave behind for Gerry to find...?
Posted: Wed Dec 20, 2000 7:08 pm
by BA Evans
I as well have never had a weapon get repaired. Maybe I am just unlucky?
BA Evans
Posted: Wed Dec 20, 2000 7:26 pm
by Charles22
The grenades become defective because some dummy grenades got mixed into the batch. So, say your platoon got a supply of grenades, off a box from a pallet of grenades, and you throw one and it doesn't go off, and figure that dummy grenades got mixed in. Do you stop throwing grenades because they might all be dummies? Maybe for the sake of authenticity, you could allow the platoon to still throw dummy or broken grenades, but they would only carry the sound of a rock hitting the ground with no adverse effects for the enemy (unless it hit one of them hard enough in the eye)

Posted: Wed Dec 20, 2000 7:56 pm
by Casualty
No repaired weapons...
Mortars and grenades are not that sophisticated weapon systems?

Posted: Thu Dec 21, 2000 8:34 am
by Flashfyre
The grenades become defective because some dummy grenades got mixed into the batch. So, say your platoon got a supply of grenades, off a box from a pallet of grenades, and you throw one and it doesn't go off, and figure that dummy grenades got mixed in.
So, that means that 5 squads, out of 4 companies of Marines, picked up the wrong box????
Uhhh....are you trying to say the Marines are stoopid?
You'd think that even if they were dummy grenades, getting beaned in the head by one would make you a casualty, right?
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The Motor Pool
http://www.geocities.com/aurion_eq/index.html?976419304550
kmcferren@cvn.net