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Pillar

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  1. I'm comparing to another game and trying to figure out what is accurate. Also my grandmother shouldn't be driving the T55 in the winter, but she'd be sore if I just came out and told her. So when an RPG round misses and hits a track it is probably going to blow it? How close does an artillery round need to detonate to the tank? I was informed it was like 3 feet max range.
  2. What about if the enemy wanted to affect immobilizations on modern tanks? What weapons would easily be capable of immobilizing the tank?
  3. I'm talking specifically about combat-related immobilizations and in real life.
  4. I've been periodically looking at the issue of track reliability and I'd like some input from the ex-tankers here. A friend of mine indicated that throwing a track is actually really hard, and that artillery would have to land pretty well within a few feet of a track to have any chance of scoring an immobilization on the tank. Likewise, direct fire on track links and rods made of modern steel isn't going to do a heck of a lot either, afaik. Yet there seems to be this consensus on the internet anyhow, that tanks can be immobilized if they are so much as sneezed at by RPGs, low calibre HE, etc. What is the truth?
  5. I would personally say book learning is #1. As for alternatives to SB, the old combat mission series (not the new one) or a patched SB with added infantry functionality.
  6. There is where I strongly disagree. I hope sincerely nobody is under any illusions in that respect.
  7. The two big missing items are detailed terrain (better mesh and more ground objects, look to OpFlash but add foxholes/trenches etc.) and the infantry model. I think they've already got the afvs, artillery, and command interface done pretty good.
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