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12-20-2007, 02:13 PM
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#16 (permalink)
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Join Date: Nov 2006
Location: Virginia, USA
Age: 20
Posts: 463
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Re: Armor Tactics
Yeah, I haven't counted but it takes about twice as long to switch shell types as it does to reload. Obviously they didn't have autoloaders, so you have to extract the round and load the different round. Takes a while, so make sure you have the right round loaded before moving in. If in doubt, just load AP and use the Co-ax on infantry. That's what it's for.
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playing off the TG server feels like we're playing 2142 on easy mode~Fehmart
I'm going to close my eyes until it's over~Experiment, commenting on my driving
"Get it up quickly and beat it hard."~Jonan
I don't get a bonus DVD? My life has lost all meaning.~Zoopy_T
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12-20-2007, 03:18 PM
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#17 (permalink)
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Join Date: Dec 2007
Location: Somerset, England
Age: 29
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Re: Armor Tactics
Plus the MG is rather good at taking out AT guns/emplacments.
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12-20-2007, 07:15 PM
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#18 (permalink)
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Join Date: Aug 2007
Location: Michigan
Age: 23
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Re: Armor Tactics
HE rounds are better
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12-21-2007, 12:26 AM
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#19 (permalink)
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Join Date: Sep 2007
Posts: 102
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Re: Armor Tactics
I agree. With HE rounds, this is all it takes:
"Aim in general direction....fire!"
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12-21-2007, 01:42 AM
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#20 (permalink)
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Join Date: Nov 2006
Location: Virginia, USA
Age: 20
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Re: Armor Tactics
I prefer having AP rounds loaded. They are the most flexible round, as you can take on enemy tanks and put fire on AT guns, and for infantry you use the MG instead of HE. In my opinion, unless you know that there will be no enemy armor, keep AP loaded instead of HE.
Haven't found a good use for Canister Shot in my Honey, since it makes more sense to use your MG rather than take time to switch shell types.
__________________
playing off the TG server feels like we're playing 2142 on easy mode~Fehmart
I'm going to close my eyes until it's over~Experiment, commenting on my driving
"Get it up quickly and beat it hard."~Jonan
I don't get a bonus DVD? My life has lost all meaning.~Zoopy_T
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12-21-2007, 01:01 PM
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#21 (permalink)
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Join Date: Aug 2007
Location: Michigan
Age: 23
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Re: Armor Tactics
Canister shots are good for groups of infantry in wide open areas, I use HE against AT guns and hidden infantry.
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12-25-2007, 10:36 AM
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#22 (permalink)
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Join Date: Jul 2007
Location: Emmeloord, The Netherlands
Age: 22
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Re: Armor Tactics
Here is a tactic that you could try with a six man squad:
Map: Aberdeen
Number of tanks: 3
Tank types: M3 Grand x 2
Valentine Mk2 x 1
Number of tankers: 5
Number of infantry: 1
Basic Consept: 1 Infantry will act as a spotter for 3 tanks, the Grands will be manned by 2 engineers each the squadleader will be manning the valentine.
The M3 Grand is an exelent tank if you want to have some good firepower, the 75mm main gun can shoot AP, HE and Smoke shells while the top 37mm turret can shoot AP, HE and Cannister shot. Both position have a MG but the lower hull MG is pretty usseless becouse you can not aim it. The tank has some pretty good stamina and it will survive at least 3 hits frontally. It's armor is pretty weak on the sides and it has some stability issues common with most WW2 American Tanks.
The Valentine Tank is a slow moving armored beast with heavy frontal armor but only a 2 pounder cannon with AP rounds. The main purpose of this tank is to draw attention and take frontal hits from AT guns and tanks without getting damaged at all. It is a good tank for squad members to spawn on but always stay away from landmine armed infantry because they can easely swarm your slow moving tin can.
If the M3 Grand tanks get destroyed your squad can keep spawning in on your tank to help out with flag assault.
The Valentine should lead the assault with the Grands in wedge formation, the spotter should make sure you dont run in any nasty surprises. Use cover from the hills, do not overexpose you sides and always turn facing the enemy. Do not bunch up to close together because one artillery strike will take out the whole team. Stay moving but do not be afraid to hold on to a good camping spot.
Feel free to use this as a template for your armor tactics and good luck on the battlefield!
P.S. Merry Christmas everyone!
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12-26-2007, 05:26 PM
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#23 (permalink)
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Join Date: Nov 2007
Location: Canada
Posts: 257
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Re: Armor Tactics
After a few test here is the results of different tanks:
Axis:
1) PzII: Rounds AP rounds are useless on thick armour (I wasted all my HiAP on a Sherman right on is behind at no effect)... no drop under 500m target infantry and light armour
2) PzIII 50mm: almost no drop (Up to 1 km) 1st AP round 4 needed for a Sherman 2nd only 1 (head on)
3) PzIV 75mm: almost no drop (Up to 1km)... most of the time 1 shoot 1 kill.
4) Marder III: Same as 3
Ailled:
1) Most of the 40mm-50mm allied tanks (EI: Cruiser, Crusader, etc.) Bit more drop then the Panzers, AP is weak (up to 3 shoots on a Pz) drop will augment over a Km
2) Sherman and Grant 75mm: Don't use the center of the reticule (except at point blank) try the one in the middle will hits from 500m to 1 Km. More then that and you will need to go to the 2nd position. AP is very effective (1 shoot 1 kill on most axis tanks).
Cheers,
Nix
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06-16-2008, 11:51 AM
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#24 (permalink)
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Join Date: Jan 2008
Posts: 5
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Re: Armor Tactics
What's strange about the AP vs. HEAT argument for a PR player is that HEAT is useless against modern armor, but incredible against WWII armor. Before this, I used to use AP on tanks, just as I might in PR, only to get hosed time after time.
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