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CMRT Tankovyi Desant Part 1

ChuckDyke

FGM Colour Sergeant
FGM MEMBER
Joined
Jan 19, 2021
Messages
258
Age
71
Location
West Australia
would appereciate some feedback
You could explain your tactics. For example, the TRP would have aided your ambush by the Stug vs the Russian armour. Did you play the AI or a human opponent? This week I played H&H and found that by keeping my ATG hidden slowed him right down. This doesn't work against the AI. Finally what software did you use?
 

drewshotsfan

FGM Lance Corporal
FGM MEMBER
Joined
Oct 20, 2019
Messages
52
Age
57
Location
Dronfield, UK
You could explain your tactics. For example, the TRP would have aided your ambush by the Stug vs the Russian armour. Did you play the AI or a human opponent? This week I played H&H and found that by keeping my ATG hidden slowed him right down. This doesn't work against the AI. Finally what software did you use?
Hi ChuckDyke. I've attached a screen shot of my forces. The scenario didn't give me an AT gun. I placed the TRPs at all the crossing points, with the final one placed near the farm on the opposite bank, all for my mortar team mainly. This game was against the AI (and we all know the AI isn't too hot, especially when attacking). My plan was to abandon the opposite bank, so I pulled my forces from there on Turn 1. Everyone was on a short target arc, as I wanted the Russian's to show their hand before I responded. I used shoot and scoot with my StuGs. I use all of Aris's vehicle mods, JuJu's object and flavour mods, HQS 3.3 sound mod, RH's realism packs (no icons, no red or green arrows at the top of the screen, no tracer.......all of these make it harder to spot the enemy for more realism), amongst other mods, but they are the main ones
 

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ChuckDyke

FGM Colour Sergeant
FGM MEMBER
Joined
Jan 19, 2021
Messages
258
Age
71
Location
West Australia
Hi ChuckDyke. I've attached a screen shot of my forces. The scenario didn't give me an AT gun. I placed the TRPs at all the crossing points, with the final one placed near the farm on the opposite bank, all for my mortar team mainly. This game was against the AI (and we all know the AI isn't too hot, especially when attacking). My plan was to abandon the opposite bank, so I pulled my forces from there on Turn 1. Everyone was on a short target arc, as I wanted the Russian's to show their hand before I responded. I used shoot and scoot with my StuGs. I use all of Aris's vehicle mods, JuJu's object and flavour mods, HQS 3.3 sound mod, RH's realism packs (no icons, no red or green arrows at the top of the screen, no tracer.......all of these make it harder to spot the enemy for more realism), amongst other mods, but they are the main ones
My tactic for the ATG is to consider something when playing against a human opponent. By not using it the ATG was far more valuable. You could do something like that with the Stugs against a human opponent. Against the AI just let the AI forces attack. The designer plays only 1 turn while you can adjust your plan every minute. TRP's work also for ATG's simulate a bore-sighted weapon and a first hit probability is high. I played it as Russian before and my approach was on the far left (The main one) I established just a firebase on my side of the river. It was a few years ago.
 
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