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very simple build just a box on tracks with a v shaped front with a fixed 75 mm gun with elevation. 80 mm Armor as you are going to take a lot of incoming fire , we before you locate the AT guns and Tanks you will have to fight through to reach the Heavy Guns that need to be put out of action.
I would class No Tank land one of the Hardest tests in this game in its current form with Cross roads been another tricky one.
Not Tank land is tough because of the limits and performance of early tanks and the awful terrain you must navigate over , one can not simply drive in a straight line and shell holes can be fatal getting stuck is just part of this test until you get the hang of it .
Cost and weight effect the amounts of support tanks given to your AI I had at least 5 AI Support tanks on No Tank land most got stuck . but they did at least draw fire while I picked my way through the first two trench lines and out of the Heavy Shell fire .
The tracks still need work both strength wise and drive wise the road wheels are still the main drive wheels over the Tracks and that still needs addressing better.
I read some were that the AI insta kill even with well sloped armor is a random bug that still needs fixing.
A good 40-60mm gun works well here if you can design good guns.
Good frontal armor can deal with the AT guns until you get into a good long distance range.
Remember to cut your crew size down with small tanks. 2 crew works well.
If you can't climb hills, your tank is likely too under-powered in either engine or transmission, likely both. It takes a while to figure out the best transmission and engine settings. I personally think this is the most complex design area of the game.
7m minimum length
extreme angles on lower and upper hull, super angled turret and sponsons. Maximize armor all over.
Basic gun, max engine. Make sure to find the right decimal for your gears, and set road wheels to max width.
You will now have a 40 ton tank that will survive any AT shot from the front, and claps the enemy tanks as long as you brought a good enough gun, and now you just have to learn the timing of the artillery barrages to make it past them.
have fun!
2. High track height so small hills and obstacles aren't an issue.
3. I'd say a good 30mm gun , high velocity rounds and fast reload.
4. Good thick front armor on hull and turret, also don't neglect top armor due to mortars.
5. Profit.
1. Big enough and high enough idler wheel to push it over the opposite edge.
2. Road wheels not too low w.r.t. the idler. Max. half can stick out under the idler as again otherwise it will get stuck on the opposing edge. Some IRL tanks had raised first roadwheels for this.
3. Absolute minimum stiffness torsion bars if you use them so as many road wheels as possible get grip.
4. Wide enough tracks for traction.
5. Centre of gravity in the rear to avoid plunging down into the trench.
It's sort of amusing but also rewarding how the first mission is the hardest of the lot.
if started for the first time in a session, friendly ai can laser every AT guns given a good enough cannon and sufficient rotation speed. they did all the work for me.
then for any retry, they are blind even when picked off, meaning you have to know the exact spots to shoot in the dark.
I built a Tank based loosely on the french Saint-Chamond, a well armored tank but not good for trench breaching . with its original short track layout . only once I added full length tracks
and several tweaks did I crawl across this map been more of a moving bullet sponge.
slowly taking out all the AT and Tanks before finally delaying with the fixed heavy artillery.
Never had a tank in this game take some many hits and still make it through to the end .
with most of the crew receiving some sort of light injury's and light tank damage.
I also had a pair of them set on the front.
The Tank ended up at roughly 24T and even the AI managed to reach about halfway through the field before they got hit by the arty.