-
12-09-2007, 06:54 PM #16
Re: SnakeEyes - Artillery Guide
If they're driving from point A to point B (i.e. DDX -> beach), you can anticipate for the next shot (same goes for armor commuting on highway to hell). BUT - a fast moving BMP on the land that's actively being dodgy is quite different - that is DEFINITELY hard to hit. It's not impossible - it's just difficult. IMO, TLAM is a much better weapon for armor, while the deck guns with their large splash damage are better suited for squishy targets hiding in craters and behind rocks.
|TG-12th|WhiskeySix
-
12-09-2007, 07:21 PM #17
Re: SnakeEyes - Artillery Guide
I didn't say that the TLAM wasn't a better weapon for the task. It's purpose for armor was exactly what I stated in my strategy write-up. All I am saying is that a skillful arty gunner can hit a moving target. If you cannot hit a moving target with the artillery, I wouldn't say you are a skillful gunner. That is what separates the pros from the amateurs. Being able to drop arty on a static target is just the basics. So unless it has the speed of a jeep, anything else should be easy pickings. A TLAM takes a bit of time to reload, an artilley shell is an apt substitute in the meanwhile if necessary.
Anyway, if a piece of enemy armor is too busy dodging incomings while attempting to stay alive, then they certainly aren't focusing on killing.-33rd- BaneII
Smokers & Jokers
-
12-10-2007, 03:35 AM #18
Re: SnakeEyes - Artillery Guide
Well we certainly hit a lot of targets tonight. Main takeaway was that with us lacking a commander, half of the time our fire wasn't being fully utilized by the actual troops, and often times we wouldn't get a spot/shell on a critical target until it was already too late.
"Divide and rule, a sound motto. Unite and lead, a better one." -Goethe
-
12-10-2007, 11:22 AM #19
Re: SnakeEyes - Artillery Guide
I personally would like this map removed from the rotation until some guidelines can be put into for gameplay. I know in the past comments have been made about how it is not TG to camp outside a UCB and attacking armor and infantry leaving the UCB. How is a APC sitting in the water firing at the deck and guns and any boat leaving not the same?
The problem with this map can not be fixed with some magic strategy, all it takes is a couple pubbies taking the assets on the starting push and the US is done. If the Ukraine has only two TG lead squads they will hold the first assault and once the armor is at the beach its over.
I played Ukraine for the famous US victory....yeah all the armor for ukraine was at the UCB for the first 5-10 minutes. I think there was only one full squad with a TG SL, I was a SL trying to bring up armor but could not get a pubbie to take a invite.
Personally I think the Dome of Death around the destroyer needs to be expanded to well beyond clipping range removing the temptation for APCs to camp boats.|TG-12th| Sawviper

Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)





Reply With Quote

Bookmarks