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  #1  
Old March 20th, 2009, 03:11 PM
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Default T15

TF> things are a lot quiter this turn though another maxim turned up qetting its quota of kills before succumbing, they are classed as my number one threat to be destroyed as soon as pos. My arty landed straight in the herded group so this should be easy as vehicles can route the guys on either side letting us move on
>> well they are in a fine mess go round them nah its the parting of the Red Sea as we cut a swath through them as well. I am sure a few have escaped & guns might open up but they are done for. HQ is at it again flaging down a motorbike & he is now the advance unit along with a MMG, they are sitting beside the road at the entrance to the next village waiting for runners, its going to be a blood bath.
Arty has done its job so its all on the move as have lost 2 already & CB seems to be having trouble finding a target.
CF> Won here getting the majority running for few losses though we are now taking fire from AAguns over a km away, saw some tanks somewhere not really bothered as not a great threat.
>>Things go better here than I expected make headway & nearly in a position to swing round the village, kill quite a few but have to be carefull of AAguns avoiding LOS where possible. Find one of those tanks its closer than I thought so a Mk3 & HT10 take it out, 2 other Mk3s are in position to possibly take on others & if not try there luck against the guns. On the other side of the village MMG & a couple of units are hosing down to keep this lot honest.
BF> Most units managed to evade the arty but 57 is history, in the centre about the 3rd squad to fire is some fanatic nut who soaked up all the fire from 8 units & still killed 3 men so yes we are in a bit of bother here as that left quite a few free to fire unopposed. It says they are normal rifle squads but even down South where fire was exchanged everyone but the maxim is alright only 2 are pinned out of more than a company which is not good. The OP truck was funny think it only took a couple of shots but it ended up driving round in circles trying to find a safe place to hide, its now back where it started.
>> Well this is ridiculous smoking & pulling back at about 400m 2 Mk3s & a Mk2 put 20 shots into him & MMG had a go finally pinning him, they are all staying put including a T-26 here that I can't target so hope is falling back means they will start moving again & become more vulnerable. Also they are getting to use the trees here so better cover. To the South it goes better but another toughie takes 3 sniper shots without blinking, 3 tanks & the platoon coming in from the West make there presence felt along with the support of a few other squads. Move towards the road getting the 5 squads here to shift & nearly killing the maxim. Get the OP truck several GazAAs & a T-26 leaving just 2 Gaz that I know about & a couple of squads.
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Old March 20th, 2009, 08:16 PM
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Default 16-17

T16
Its just occured to me I don't think I have had a proper defend yet when I get to dig in
TF> AIs having a moment placing smoke in hopes of continuing the attack, is it sure I think morale just collapsed which might help vs those super troopers in the south. My AAMG & squad holding the second village are not well it just flattened most of that as well doing a good job of scorched earth tactics on my behalf. They have shrunk considerably many not even attempting to run 7 or 8 squads just surrendering en mass. The expected guns did not materialise.
>> One of my squads got a bit over zealous & blew his truck up but only about half a dozen runners left to the North & about the same at the next village. scout has now assumed the lead heading into the village & some units will follow looking for arty but most are going to head South, a few already have engaged there helping the CF
CF> in a bit of a state here to a GazAA turned up but thought better of it. Lousy gunners saved the day here 2 76ATGs missed Ram at a bit over 500m, sure there are more tanks I can see from here to SE heading for Mr fanatic
>> Ram & HT10 are getting well clear heading South to help, Mk3s stay clear of the ATGs getting into position to take on 4 BTs I can see, one is now immobile. Infantry move fwd finding the HQ & a few squads skirt into the village, ohh there are a lot more than I thought some assistance is going to be needed so its a good job TF is short on targets. Arty is going to have to help here troops trying to make a move on ATGs lost men to them & AAguns & tanks can't target AA without ATGs killing.
BF> this went better mainly because they could not find targets & South managed to keep the boys there going backwards
>> 7 or so squads & 3 Mk3s are working there way down the South road killing the last 3 GazAA here one going to a squad. Again we are trying to work round them & a squad trying further up beat a hasty retreat there is most definetly a second wave. Further North my platoon is falling back as fast as its little legs can carry it & the small selection of vehicles is doing its best to pick off targets supported by MMG & ATGs at extreme range.

T17
TF> only 7 remain all but one in the North & HQ is coming up to 20 kills now, we were to slow though several units hit by arty lost a truck which I think was loaded. If the barrage does not stop on the village AAMG is going to die as I cant rescue him, CB fired this turn
>> Just a couple of straglers left now so most of the way through the village & tanks here could possibly get into position to help with ATGs in centre at long range once troops engage otherwise this lot are arty hunting a couple of telltales await just past the village. They end up doing most of the work down by the lower village as these are the guys with most of the transport. its herding time again & they send them back to the central force. So effective are they that the tanks are just along for the ride not bothering to fire but heading for CFs bridge. About 10 squads survived as missed the net but 2 MMGs are trained on them at close range so they have 2 turns left before they are wiped out, less probably for most of them.
CF> Total carnage they all came running round the corner into waiting arms, some funny little dances as they tried finding other routes before deciding surrender was the best option or dying. Soviet HQ is putting up a fight though think he got 2 men, 2 BTs died & think the third was hurt
>> 2 mk3s kill an AAgun, with 7 shots a piece as long as the ammo holds they are effective little tools.
I think the fanatic company must have been taken under the wing of the HQ, he does not kill anyone but is guarding the bridge leading to the ATGs & flatly refuses to give it up. A maxim then opens up downstream which the Ram manages to get to & deal with
BF> they are having to move now & seem to be folding easier but not sure going round is wise there are suddenly am awfull lot of them, FOO here has been told to get his arse in gear as arty is back on line
>> This has got a lot easier & now arty is repositioned it can help out shortly. South continues moving forward slowly HTs have broken off & are heading here to offer lifts. Units on bank leave it moving forward to do some killing now, also they have been there for to long. decided much as trees give cover its only a line so acts as a screen unless they are on a hill so means I can limit the numbers I take on if can keep pushing them back
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Old March 23rd, 2009, 09:30 AM
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Default T18-20

TF> just cant go fast enough most missed but arty caught the tail end of my force, lost a few men & trucks. Still it stopped on AAMG just in time & it cant be a pleasent job at the moment as my batt has now used over 30 rounds exlusivly on CB fire. Otherwise just a bit of drastic force reduction vs runners
>> got a bit slack as often do at the end of these, runners are gone & scout finds 3 Mtrs just outside the village killing one. squad gets another & tanks roll up followed by HT & truck going for the 3rd mtr. Truck dies along with acouple of men as AAgun opens up, HT manages to get in position to place smoke & still routes last mtr. AAguns are about 500m from M3s dont fire as fast moved but can see 5 & know there are more to the North as tanks coming that way are taking fire.
CF> 6 against one & the HQ finally gives in, his supporting troops upped & left virtually straight off. Smoke hides guns now so moving out. Ram finds a couple of sqauds one is a bit to close for comfort
>> runners nearly gone & Ram deals with its squads, Mk3s get the other AAgun so troops roll killing HQ & a few others but as Ht runs up to the smoke a 3rd 76 fires. They are incapable I50m & it missed go to bail out but realise hes sitting by 3 AAMGs whoops lose a man but 2 empty HTs roll up engaging then a couple on foot, right at limits of movement getting targets but manage it. He unloads man down to the 76 smokes & takes on last AAMG so they all die. units are heading for the bridge in force now though HT10 & a Mk3 head South on this side of the stream hoping to bump into the BT we missed.
BF> Armour got distracted as T-26 made an appearence getting damaged in the process, I just let my ATG finnish it off. Still we are holding them at the tree line for the moment. The lot in the South are running down the road but they are still piling into the middle, the sniper who frankly has been pretty lack lustre this game suddenly decided to become a one man army. He is on a small hillock & can see fresh units coming in, or at least they were he stopped them cold nearly out of ammo though.
>> At the North end despite the fact its just 2 squads scout & a sniper they are doing an effective job of sheperding their flock towards a ford so that when vehicles show up they will be able to follow. In the middle we have closed to about 200m in our efforts to hold them. South bunch of course discover a maxim Mk3s deal with it, runners are starting to enter the village here & I think it will take a monumental effort to catch them before they exit & guns become a real posssibilty so dropping a bit of smoke just past it. HTs are still on the way, sniper holds his fire as has limited shots & hope he can do a repeat performance

T19
TF> Well the AI was expecting half the Luftwaffe did not see them but there are AA guns to the SE as well, forward Ht died to one. Worse I thought at 1.5km+ HTs would be safe, nope 1 damaged 2 dead & a squad & MMG went with them.
>> have 6 tanks engaging the AAguns they are a lot closer than the CF ones were but only destroy one & pinn another 3. Transport is waiting but a couple of squads are making slow progress toward them, a bit further & I hope its safe to run down the road as they are at level1 so the crest should hide them.
CF> Nothing to report
>> Ram kills immobile BT as its covering 76s, squad tries edging round the smoke to attack the rear 76 taking fire from it, second tries killing 4 crew.
Not who I wanted but hes in position so MMG moves adj to pinned gun the other sees him so both fire, he manages under duress to route the nearest.
Squad has a go hes out of shots so Pioneer strolls up placing a charge on both & ending this little problem.
BF> BT made an appearnce but vanished again, Mk3 that moved to engage had other problems just managing to stop an assault with the help of HT10. Things are dying down a bit here now with less units engaging, sniper helped again persuading a few that they are going in the wrong direction.
>> North keep herding & now joined by 2 HT10s & a Mk3 who discover & destroy the BT, a couple of squads seem to be trying to make it past us to the North but not really concerned they will never make the flags. They have given up in the centre at the end of the go can only see 2 in the tree line which we are now nearly at, sniper has moved forward & can use his last shots to fire on anyone behind the trees as he can now see there. Should have known few men went missing as followed the road came round a small hill into 5 maxims one is dead 3 are running.

T20
Bit brief this mate picked me up as I was about to write but not a lot happened as most of the fights gone, bit of fire down south but nothing exiting expecting them to give up soon. Arty is still harrasing me I cant stop anywhere
TF> Got all the AAguns plus another couple we found & some mtrs
CF> Moving SE to cut off & towards some arty
BF> At the village & coming round the hill.
T21
I am more than a little impressed with AIs arty considering it probably has a call time of 3
Hitting MMGs that have been there to long, forcing some arty to move again thats not been there long. Landing in the middle of top force immobile Mk3 dead bike & truck, doing the same to CF men down.
TF> nothing >> little moment 2 more AAguns scout is in bad shape & squad is none to happy either but killed them & more mortars, in position to go after other arty nearby.
CF> Last go some moved East as well as SE lost a empty truck & immobile tank East part of force is heavily suppresed by both arty & no less than 9 AAguns. These Ruskies believe in air defence glad I did not buy some.
>> What a guy MMG takes on the AAguns & routes 8 of them as several are adjacent, good job because others do not help much due to suppresion though finally kill one. SE lot come to the end of the level 1 they are on heading for a group of mortars, this lot are in good shape & tanks were going to help with AA but first squad is a man down to 45ATG, rest of the platoon helps managing to kill but taking fire from another 2. Oh what the heck Rams & Mk3 roll up getting both running.
BF> Very little fire>> move into tree line giving chase, several squads enter village getting a few runners. They will come out behind now as used road & smoke is in place. Come round the hill & this might last a little longer yet there are loads of them concentrate on maxims but probably about 40 units majority within infantry range. Still am confident know how to keep them heading for friendly lines.
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Old March 23rd, 2009, 04:36 PM
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Default Re: Balkans N. Africa Leg

T22
TF>> this is insane find & destroy more AAguns plus 5 arty are dead or dying, tanks here are charging flat out at T-28s firing as they go (see next bit), little chance of hurting but at least they all have them locked for there go & might dishearten them.
CF> Most stuff got out of arty but a HT did not make it, something was damaged by AAguns before we could quite them down. AI has tried to spring a little surprise as 2 T-28s have moved onto AA hill, nothing fired at them as dealing with AA, ATGs did not recover but a mortar got a man.
>> no time to engage tanks here trying to avoid arty & kill those AAguns, going quite well ATGs are dealt with then squad climbs AA hill finding more to his cost. So far we have managed to destroy 9 alltogether here just another 6 or so to go, really glad MMG has stayed out of the arty so far
BF> Just firing at runners>> a few squads make it through the trees to give them the hurry up & vehicles are moving to here to act as shephards. I know a couple escaped but really we have more than enough targets to round up.

T23
This arty is getting to me CB again but still has several batts left & just blanketed the whole area in the centre, I am losing men & transport. Also lost a HT that cleared the arty but became the target for 3 more AAguns>> we have to move kill everything I can see exept for T-28s though strip track off one of them & try to get away from the steel rain. In the south as if I wasn't allready throwing everything I have at them to try & finnish this. The odd one fires back but on the whole they seem to have accepted there new masters.
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Old March 24th, 2009, 07:00 AM
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Default T24-26

You might have noticed reporting becomes a bit lax at the end as same old same old & rush to next battle but just how good are AIs FOOs. Very good especially with its call time I just killed a group of arty which I did not mention loaded back in trucks & got flattened. It thought 3 or 4 turns a go hes going to come here & kill em so he will pay & I did, 2 trucks & 1.5 squads splattered meaning that was not exactly cost effective.
Managed to clear most of the other stuff & no more AAguns, instead the T-28 has ducked somewhere & BTs seem to be arriving.
>> find & kill the T-28 but the immobile one refuses to die, troops on AA hill find & route yet another. Every one is heading south as saw a BT here & to kill those runners. Think we have killed about 30 now including quite a few snipers we are coming across. Everything 600m North of the village is now dead tanks have leapt forward as in best position to recieve reinforcements.
With all the relocating & danger of having ammo trucks near by some of my arty is out
Heres a tip when chasing loads of infantry in wide open spaces set range to half that way they only shoot at runners near them rather than that guy in the distance
T25
Fire at BTs missed as moving quick but in position so kill them, turned out not quite as easy as anticipated one tank has no main gun ammo & another got with its last round. was not expecting that they carry loads 75 inc APCR still I suppose 7 shots a turn chews through it pretty quick. Looks like there are only 3 as scout has a fairly good view. Lost 3 men to yet another AAgun & finally manage to kill the T-28. Now forces from centre are helping it has to end only 9 or 10 runners left & started killing a group of 8 mortars.
T26
Still going & guess what arty just hit my tanks that moved to get the BTs, Ram lost its gun. Seriously some humans would not do such a good job I just want this to end before it kills something else. Find a couple of squads sculking in a dip there are now the remains of 4 & 7 of the 8 mortars are gone. Also over by AAhill find more mortars & start on them, Mk3 comes to help blundering into 2 more AAguns crews ok but its not, manage to kill one end please.
Does it hell I kill everything known on the map with the exeption of a group of 4 mortars then a KV appears within a couple of 100m of a Mk3 its not well, here comes another its going to die but squad saves the day taking it out. Finaly its over my eyes nearly popped out of my head when that KV turned up I can tell you.
That was all thats left on the map & I did a double take when looked at results before remembering I was delaying so it had a bigger force. Even the Russians have got to be smarting after that one killed 4 times the number of men in my force. Thing is no of men made me look at Russian forces it was very close to 500 limit & I only took 3 ATGs for support.
Men 199 > 3636
Guns 2 > 68
AFV 3 > 186
Score 11,318 > 643

Well either you are a talkative lot or nobodys reading, just thought this way had more flow & was finally producing something half decent.
Anyway doing one more battle after this then my force is being split by High Command to train new recruits. It will be replaced with all new units similar but more Mk2s Mk4s till the Russians get better stuff, as hardly anyone dies my elite guys are just way to good now basic guys will be fine. If you want this AAR to continue after the next battle you had better say as MBT patch is nearly out so will probably be taking the Ruskies or Ukraine out for a duke up vs NATO for a change of pace
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Old March 24th, 2009, 01:07 PM
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Default Re: Balkans N. Africa Leg

New Battle
Mission is advance so using map 208 Opostka as we have not had an urban engagement yet. I have placed the flags quite far back so will have to make my way through the woods & then the town. Furthest forward flags are major buildings in the square, others are further back to either side in building groups.
Visibilty is 22 turns 29. We are about to take our first town perhaps so long as it does not put me on the defence next time might do downtown & pretend this was the burbs.
Force
Downgraded a bit to cheaper stuff
Mk2 > HT10
Two Mk3 > Mk4
Support
3 Ju88 with 50kg bombs
The plan
Reserve the right to change but we are to cause a diversionary attack drawing off forces from the main strike
My setup line is exactly one hex behind the bridge on the only E>W road into town, as this is one of only 2 bridges across the stream we are going to risk setting up some units near to it going to be a bit of a traffic jam but banking on AI just had its good arty day. If it tries to knock out the bridge I want some units close enough to get over it before it gets a second try.
Going to be bold & take the road straight into town if arty does not target it so will be dropping smoke in front of woods during pre bombard. Only need 6 so 2 mortars are loaded at start
The Ju88s will come in on turn 2 on either side of the road as it goes through the woods & one diagonally across the front. Only little bombs wont kill much but drops 7 in a row so should suppress the hell out of anything in there. The exit from the woods is at level 2 so might be able to get a view of some of the town, probably will need a bit of smoke but sort that out then.
Because we are the diversion Division is using some of our units in support for the main attack. I will move these to take up position as if entering from the North road on turn 10
Company C
13 Squads
2 MMG
2 Scouts
12 trucks
2 HT10
2 Ram
Platoon(5) Mk3s
Also our 4 15cm Inf howitzers & battery will suport the main attack but should be given back to us about the same time, perhaps a bit earlier as they don't have to travel.
If AIs arty hits me with pre bombard or bridge goes down I might well change my mind but we still have 12 Mk3s 4 Mk4s 2HT10s & 2 Infantry Companies one mounted in halftracks.
T1
Arty was random nothing to worry about 4 batts all 76, smoke ok bit to close to trees in places but to be honest doubt if anyone is in them with a view out so move out sticking to the plan reserve will stay put & take the other road into town. I have just had a thought my AA is not going to be able to do much in the way of protecting my force. it will have to wait till area on the other side of the woods is safe before it can move there then next position is probably the town square, in view of this putting 2 to protect reserve just in case as can do a better job. Shot myself in the foot forgot to deploy ammo trucks they are in woods rough so moving one hex at a time to avoid getting stuck, its going to be a while before they get out.
T2
Doing the arty shuffle loading up some & unloading others, scouts & snipers in motorbikes are ready to see whats on the other side of the smoke.
Ju88s come in guy doing diagonal run did it to far back total waste of time. No AA as bombers but somehow they see a few things from way up there. There is a reception party on the other side of the woods 45ATG 37AA & one of those dreaded maxims have been sighted.
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Old March 25th, 2009, 01:22 PM
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Default T3-5

T3
Living dangerously here but don't really expect anything in woods they have a little look then some get back in bikes running down road & entering woods on either side, looks like no ones home, a scout is sitting on road halfway down the woods. Should be able to have a little look next go. The platoon of trucks that risked setting up near the bridge are at the woods entrance to, others will reach it next go but armour can't keep up. have a feeling it will arrive just as the arty does. I only have 4 arty 2 firing this go at buildings just ahead on either side of the road. 1 plotted to fire on known units the other is dropping smoke down the road as there is a nice spot for an ATG.

T4
They drop smoke North of my position, are they planing on coming through the woods? Had planned on being bold & moving vehicles into there loaded as a bit bunched up if everyone comes down the road. Woods on either side are not that easy to enter as most hexes have rough to. Also need to make sure clear as my mortars will set up around here. My arty drifted missing buildings but landed right on top of known units only 37ATG is visible.
>> Bikes take a risk run empty to either side through the woods the one going South I misjudge & can be seen from out of woods retreats man down to a maxim. Both seem clear not worried about South but want to expand North & palce a FOO in woods there to. Woods are mainly level 2 then it falls away to the SE its mainly level 1 to the NE goes to ground level after about 500m. Area here is fairly self contained 100m of open by the road then falls away, want smoke to block the view before move so spread out ready to go sniper finds a maxim & a few units route him to level 1 out of sight. Start sending vehicles NE into woods then like an idiot send one not thinking about short route & it goes straight down the road looks like no ATG but there is a maxim & squad in building north of road arty was supposed to hit. As we have cocked it up may as well take advantage I can get 6 HTs in range so launch an attack getting both running, consider poping smoke but just hope there is not a ATG in the building. Should be able to get out of here before arty strikes now.
Have 5 mortars on line now & realise replacements have call time of 2.2, its pointless placing that smoke now so plot smoke to block off square & on bread factory as heading that way. Want to follow road round to SE to but first need to see whats in the clearing to our South, I know maxim is there to my cost & placed arty is shifting to hit.

T5
No arty one maxim dies as it runs others disapear down the road. 37AA has a LOS to one halftrack at 5hexes it must have been hit by my arty as badly pinned only 3 shots all miss.
>> It folds to squads first shot so its decision time decide I am going to risk running the armour into the woods esp as so far only light arty guns have fired. Pick up last arty & start moving reserve to there start point.
Before we can go any furter need to see whats in the open area the maxim fired from, 2nd squad to enter building recieves fire from maxim, can also see another routed & 2 crews so arty got the units I knew about. Grass means LOS is not great but luck is really holding for me so far, first shot at 350m kills 4 hes running if I can keep this up won't need the reserve. A few more shots gets both maxims down another man, now we either pussy foot about & get hit by transport killing arty or take a gamble & head out as most people are still loaded. Way my lucks going choosing option 2. Remaining squads on foot do the following.
2 move into woods they can see 1 hex of bread factory & building at end of road not that far away plus the other dodgy building. These are the most dangerous locations I can't do anything about a surprise assault from the roadside.
The other proceds east & turns the corner, road goes 250m then heads North again but this is fine as building at the end of the road is at a lower elevation, see the 2 runners here from earlier & kill maxim. Most roads to start reasonably open just buildings on mainly one side. 4 HT make it round the road towards the bakery, they can hide & unload there between buildings, one has a MMG on board. Then send one down East road & its fired on through the gap by 45ATG in maxim clearing. Can't believe it did not see the other HTs anyway it missed & the other squad in the clearing sees it, my guys have been at the practice ranges one shot 3 dead need a scout over here to check things out. Anyway he drives round the corner with another HT going into the trees, from here they can see the other running maxim goodbye. Everybody goes as far as they can going any further in vehicles is really pushing it though a few will normally stay loaded to exploit any thing or just for mobility, squads unload & kill everything but one maxim squad & crew both are pegging it. Slightly surprised how far we have made it so far & lead tanks are through woods, all riders bail out just incase arty comes calling.
Advanced much faster than I thought so arty is useless its targeting me, letting it fall on the bread factory & the smoke plus placing smoke halfway down E>W road.
Having everything bunched like this has highlighted something, swapping 251/10s for 250/10s mainly because they look a bit diffrent but must admit also because scouts can use & can rescue crews at a pinch.

Of note to those of you that hold having trucks in your core is a waste you are so wrong. The truck that blundered down the road survived the fire at it meaning its passengers did to. High exp means they do not run at the first sniff of arty & the drivers seem to develop skills avoiding them & swerve out of the path of incoming fire much as a high exp crew in MBT attempts to evade that ATGM or indeed planes do.
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