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May 15th, 2009, 11:33 AM
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Sergeant
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Join Date: Oct 2008
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Re: Dealing with the Infantry Peril
Looks like Don is both faster and more consice with his explaination.
Makes total sense why he's in charge.
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"Charlie may be dancing the foxtrot, but I'm not going to stand around wearing a dress"
Howard Tayer
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May 15th, 2009, 12:23 PM
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General
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Re: Dealing with the Infantry Peril
Pretty useless vs a human still makes shell falling sound with no thud on ground & map centres on so you just go round it, shifting twice (more if LOS & use FOO) best option.
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May 15th, 2009, 12:44 PM
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Sergeant
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Location: MTY NL MX
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Re: Dealing with the Infantry Peril
Thanks guys!! very fast replies, I love this comunity!
I did know about this tactic, I just wanted to clarify what did rq mean by "no delay" maybe he was talking about something else I ignored.
I have a couple of more questions regarding arty plotting: when shifting arty pieces, specially mortars (or at least that´s what I remember) after firing some there´s one tube in the formation that gets more delay than the others in that formation for the next fire mission, what´s this due to?
other thing is: is there a limit of fire missions when performing the "rolling barrage" tactic? I ask because I remember I can peform it up to certain limit of fires, after which delay turns back again to it´s initial delay number.
Thanks in advance
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Oveja Negra
Last edited by RVPERTVS; May 15th, 2009 at 12:55 PM..
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May 15th, 2009, 03:11 PM
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Sergeant
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Re: Dealing with the Infantry Peril
I´ve done some tests and for some reason I haven´t been able to pull it off, I cancel the tube´s weapon just as explained, I can hear the tube firing and the screen centers at the landing spot, no visible shell landing but next turn I get the (3.1) orginal delay again, I´ve tried shifting before firing and with no shift at all, tried also with turn 0 and in game bombarments and get the same result, so I´m missing something here? I remember having done it some years ago but now I´m not sure how.
I rephrase my previous questions:
1.- When shifting fire from arty pieces, after firing there´s one tube in the formation that gets more delay than the others in that formation for the next fire mission, what´s this due to?
2.- Is there a limit of fire missions when performing the "rolling barrage" tactic? I can peform it up to a couple of fires, after that, delay turns back again to it´s initial number.
3.- After firing I get targeted hexes that aren´t related to any unit in my bombarment screen. (this one I have some time wondering about I´ve asumed it´s due to some delay within the formation?)
Thanks in advance
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Oveja Negra
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May 16th, 2009, 12:24 AM
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Sergeant
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Re: Dealing with the Infantry Peril
Nevermind! I got it figured out already, thanks Seabolt!!
Keep Cool
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Oveja Negra
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May 16th, 2009, 11:02 AM
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Re: Dealing with the Infantry Peril
Quote:
Originally Posted by Lt. Ketch
Looks like Don is both faster and more consice with his explaination.
Makes total sense why he's in charge.
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That & some nice background info he throws out now & again plus perservering with this game its grown into a bit of a beast.
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May 16th, 2009, 04:10 PM
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Shrapnel Fanatic
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Re: Dealing with the Infantry Peril
Quote:
Originally Posted by Imp
Pretty useless vs a human still makes shell falling sound with no thud on ground & map centres on so you just go round it, shifting twice (more if LOS & use FOO) best option.
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..........and you just told any human opponent how to fake you out and channel you into a kill zone........
Don
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May 16th, 2009, 04:28 PM
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General
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Re: Dealing with the Infantry Peril
I used to have great spidy sense with regards to where it falls, surprisingly since the patch not so much. Could this be the onset of senility
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May 17th, 2009, 04:13 AM
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Corporal
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Re: Dealing with the Infantry Peril
Quote:
Originally Posted by RVPERTVS
I did know about this tactic, I just wanted to clarify what did rq mean by "no delay" maybe he was talking about something else I ignored.
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Sorry for late reply. I was busy fighting the Japanese in Guadalcanal. Almost overrun by them. Thanks to Don & Ketch.
If the arty is plotted on hot spot, the delay is 1.0 turn. Using the tactic mentioned, the delay will be 0.0 (e.g., AI shows up when delay falls to 0) or 0.1 turn. That is no delay (0.0 or 0.1). Of course it will only fire in the next turn. That is the best you can get.
Or you can shift arty with your FO when the delay goes down to 0~0.5 (delay of 0.5 or below means it will fire next turn). No need to turn off tubes and no sound if this way is used.
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Ironfist
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May 18th, 2009, 11:08 AM
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Sergeant
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Re: Dealing with the Infantry Peril
Quote:
Originally Posted by Ironfist
If the arty is plotted on hot spot...
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Ironfist, what do you mean by "hot spot?" I can think of various interpretations to that. If it is in regard to the pre-plotted points that I've seen in scenarios, then I have couple of questions...
1 - Can you set those up during a generated battle, or do they have to be built into a scenario?
2 - If they can be set up in a generated battle, how do you do it? (I've been through the Game Guide under artillary and haven't seen this. I could be blind. I could have forgotten. I could be very much wrong.)
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"Charlie may be dancing the foxtrot, but I'm not going to stand around wearing a dress"
Howard Tayer
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