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Everything posted by ChrisWerb

  1. Yes, in retrospect I admit it's a bit pointless. I didn't realise it was the one mounted on the sensor mast, so you don't get to have both. Also it doesn't include a GSR as far as I can tell.
  2. Gilding the lily a bit, but I'd like to see have the Tripod mounted remote sensor head for Fennek, which I believe can be deployed something like 50 metres from the vehicle.
  3. 1. At the moment, in game, AI gunners seem to be able to determine instantly if a vehicle is killed. When I'm playing a gunner first person, it's often difficult to tell, particularly at longer ranges with early TI etc. For AI gunners, could you please consider an option of "keep shooting until target burns or changes shape" or "put one round into each target then move on until they all burn or change shape", or something along those lines? 2. Could we have the option that some (it can be a small minority) enemy vehicles and infantry "play dead" if they receive minor damage or if t
  4. Is there any chance that option could be made available in the home edition? I can understand you may have commercial reasons to maintain the differences between the two versions.
  5. That's great. I'd like to than the devs for the work they put into this. It's great (whether it can be damaged or not) and adds immensely to the simulation. I'd like to see AVEPS as an option for older Russian/Soviet vehicles too.
  6. What I'd like to ask is how long did the "olive green phase" for US Army AFVs between MERDC and the three colour NATO camouflage last?
  7. In my next test, M384 HE on the other hand did knock out AVEPS on Boxer and DF30. The strange thing with this though was the LEMUR weapon station showed I had M430 HEDP selected whereas the normal SB display top right of screen showed the correct M384.
  8. Another AAR where I subsequently heavily dosed the DF30 and Boxer's AVEPS launchers with hundreds of rounds of 7.62x51 and they both then engaged incoming MILANs. AVEPS sensor damage test_13164_011420HP-Z4401549.aar
  9. Hi guys. I just retested. I drenched (and I mean drenched) four vehicles - a Leo2A6, CV9035NL, Boxer and DF30 with 7.62 coax, M384 40mm HV HE and 0.50 AP-T from just over 300 metres. Note that for the vehicles with no visual representation of AVEPS, I fired many rounds over the vehicle into the space that would be occupied by the system if fitted (essentially onto and over the turret top). For the Boxer and DF30 the APS was both shown as damaged in red on the screen in first person (this did not happen in the last test) and MILANs fired at the vehicle (to near miss above) did not cause APS to
  10. Hi I have been messing about, trying to knock out the APS on a variety of vehicles, both in game and by testing. I'm wondering whether there is a bit of an anomaly. I set up the following vehicles as targets at around 6-800 metres T14 T15 Leopard 2A6 w AVEPS CV9035NS w AVEPS GTK Boxer w AVEPS M2A3 w AVEPS I then liberally dosed them with the following. 7.62 Coax 0.50 API-T 40mm M430 HE (not HEDP as I didn't want to knock out the vehicles) (I also tried 20mm Rh202 20x139 HEI-T but that knocked
  11. Hi I love the new model that shows projectile, HEAT jet and fragment paths, but could someone please explain the meanings of the different coloured lines? How do they differ? Many thanks Chris
  12. Yes, in SB it works well in German terrain where you have the enemy coming up valleys under AI/programmed command. It would obviously work less well in open terrain against a reasonably sentient human opponent.
  13. OK, I can post test results if you wish, but the "problem" is that the generic off map unitary HE is much less lethal than even M107 fired from on map M109A3s. What I did was take a flat terrain map (to avoid terrain screening effects), deploy 100 generic OPFOR (I put out three platoons, 10 per section then changed two of the unit HQs to missile teams and one to an FO team to get the round 100), bunched closely together and fired four tube 6 round per tube missions into 100 metre squares centred on their position (using an Apache with hold fire order as FO). The M109s were between 12 and 16k
  14. I have found that the DF-30 is also highly effective vs T-14 Armatas given appropriate terrain and tactics. With APFSDS-T it will kill the Armata with side, ammo carousel shots up to at least 2000 metres. The limiting factor is accuracy at longer ranges - it takes more rounds to hit in the right spot. At ranges under 1000 metres often the first or second shot is lethal - at this distance or closer I tend to set the gun to full auto - in testing I can't remember it taking more than four rounds to kill. If the enemy is hull down from side or rear, rounds placed into the turret bustle will take
  15. Ben, I wouldn't recommend facing off with T-15 Armata HIFVs with a DF-30 under any circumstances, but you can cause them a bit of a nuisance if you man the gunner's position on the DF-30 and try to achieve a keyhole ambush, from hull down, where you only have to take on one of them. APFSDS-T is highly effective against the turret/RWS, especially side and rear on, but remember that sometimes the vehicle will retain ATGW capability along a limited arc even with the turret drive taken out. It can also immobilise, sometimes by track cutting, but I would not attempt that until you've taken out the
  16. Hopefully this one should be quite easy to implement. SA-13 Gopher/8K35 Strela 10 (take the launcher from the SA-9 and mount it on the MTLB),
  17. I find, with advancing enemy formations, the best approach with a 155 battery is to use one or two tubes set to fire three rounds a minute to create a 400 metre "wall" of DPICM in front of the enemy formation that causes them to pile up against it for ten minutes. Then I create a 400 x 400 metre mission behind a wall to initiate after one to two minutes, depending on enemy formation size and speed, with the remaining tubes, but only have them fire two or at most three rounds a piece because anything that can will try to get out of the box rapidly, so more than that is a waste. The piled up veh
  18. Hi. I've been playing with the Spike MR vs the T-14 and have come up with some workarounds to the way the missile from some angles fails to cause significant damage, or at best a firepower kill. The first two only work if you are controlling the missile in first person mode (F7 + F2). Basically there are two scenarios here - either the vehicle is static or moving. 1. Static vehicle. With a static Armata it is very easy to override the automatic image seeker of the missile whilst the missile is some distance away from the vehicle. If you aim for the crew module in front
  19. The places where I'd want to be engaging T-15s in game are those that simulate NW Europe, the Baltic Republics and Finland. You are mostly looking at much shorter engagement ranges there, which the new "bumpy" terrain in SB make even shorter (the most significant upgrade to the game in recent years IMHO). From experience in game, trading shots with a T-15 at 3+km is not going to be profitable in most circumstances given its highly effective ATGM armament. What is sometimes going to make vehicle IDing problematic is not so much distance and the acuity of current imaging systems, but partial ob
  20. Accepting that that which is not dead doth eternal sleeping lie, and that with strange aeons, even death may die, we already have a demountable weapon in SB in the MG3 on the Pinzgauer which is available to either the squad on the ground or pintle mounted on the vehicle, but not both simultaneously. Very nice addition to SB BTW!
  21. I'd argue that the T-15 is a highly distinctive looking vehicle and that most times you open fire at way less than 3km with an MBT main gun. It is also entering service long after many western vehicles upgraded from 1st Gen or they entered service after later TI generations became standard. I do take your point about IDing vehicles though I think you can at least tell if something is "tank derived" reasonably reliably if in the open at a fair distance from most angles.
  22. What on earth is going on at 36:52? Please look at the crest of the ridge.
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