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But of course we cannot chose to dig in or not, as we could in operation star.
PS. I also miss the ability to save the positions of my defences between battles as we could in operation star.
The ones in the photos are similar to the first stage trench you can have in the game. the heavy trench is more like a firing slit that you have to carefully place.
I'm split on it, yes it's useful to have a full firing arc but the flak88 is soooooo hilariously easy to spot and sooooo vulnerable compared to other at guns that you really don't want something so valuable to be splatted quickly.
You sort of can now by not giving a defence order with the indirect orders system but it affects the entire group.
Usually I would agree here, but even when dug in enemy tanks have no real trouble to spot and hit them. Had one fight in the campaign during midnight when two T-34 came within 500 m of my dug in guns. 88s opened up, missed and before the second shot was on the way the T-34 had rotated the turret a little and hit one gun spot on. The second gun followed right after. They did not even have time to hit one T-34. Granted the tanks were driving more or less head on towards their position, but overall I was sometimes surprised in this campaign playtrough just how fast T-34 and KV-1 spot and engage dug in guns in good cover.
Overall entrenched 88s are trading big advantages for big disadvantages in both situations. In my opinion there is no real net benefit from digging them in except a little better crew survivability.
Yes, but the trench offers only a little more protection. Those 76.2 mm cannister shots the russian tanks carry so often are really nasty against guns and infantry in general. Love them when I pay russians hate them when I play a german campaign. I find them much more effective than HE shells.
They're probably the best anti gun shell in the game even if they're a relic.
Also tanks ability to hit guns (and other tanks I guess) first shot while on the move 1km is still nothing short of legendary!
https://steamcommunity.com/sharedfiles/filedetails/?id=1737167622
https://steamcommunity.com/sharedfiles/filedetails/?id=1737167736
The gunners are able calculate and pull the trigger the millisecond the bouncing gun lines up with the right spot to fire.
Oh I didn't know that. Thanks !
With an extra turn I could dig the whole battle group in then turn off the shield and place everybody in the already dug trenches and move the 88's to a different spot so they are above ground.
That should do it. I've had good results with the 88 at very long range. 1200m to 1500m. At those ranges the Russian 76mm tank guns are not accurate enough to hit the 88 before the 88 hits it. At least "on average".
I love the way the shell arrives before the sound wave does when I watch an incoming round from the targets point of view.
Also I have experienced similar insta kills from long distance in darkness or poor light conditions.
https://steamcommunity.com/sharedfiles/filedetails/?id=1737644744
https://steamcommunity.com/sharedfiles/filedetails/?id=1737644983
https://steamcommunity.com/sharedfiles/filedetails/?id=1737645075
Essentially in this test four 88s and four ZIS-3 fought 5 T-34 and 2 howitzers at long range and the guns had quite a bad time. I did not play it to the end and while the tanks are badly damaged they could still shoot. In this match up the fight could have gone either way and it reflects what I often see in campaigns too.
https://steamcommunity.com/sharedfiles/filedetails/?id=1737645225
https://steamcommunity.com/sharedfiles/filedetails/?id=1737645179