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The HHL, short for Hafthohlladung is a hollow charge with a strong magnets, so it can be attached on the tanks surface. What you mean is the Panzerwurfmine (which is not ingame) or the rpg43 which uses fins so it can hit the armor in a 90 degree angle (it should in theory, but you can imagine how well it worked in practise)
Hollow charges need to hit the armor close to a 90 degree angle to be activated with a impact fuse and penetrate the armor. The HHL is not thrown and attached it has already the ideal angle and is ignited by a time fuse.
The Russians had the RPG-43 and RPG-6
Well, here is a typical real-world example from the DLC that is in the game (Black Snow-Karbusel). 5xChurchill II pulled away from the infantry and got stuck in the swamp / immobilized in a minefield near the second line of the Germans' defense. Both sides could not do anything to each other. The Germans fired at tanks from whatever they can, including mortars (they inflicted a lot of minor damage, but could not get tanks to knock out). As a result, in a few days the Soviet infantry unblocked the tanks.
I wonder why the Germans did not use such steep grenades, because the tanks stood right in front of their positions immobilized and almost without ammunition?
Apparently those wishing to engage in strange things (as shown in the movies) were not found among the entire battalion.
But what happened in cases when the tanks weren't immobile and were able to attack the infantry? What was the German procedure if they had to destroy a tank or die? Try and run? Try and hide?
I suspect like all normal people - hide, when the tanks drove - continue to fight. Running away from the tank is a bad decision, it rides faster and does not get tired
Or not...
https://steamcommunity.com/sharedfiles/filedetails/?id=1523635786
https://steamcommunity.com/sharedfiles/filedetails/?id=1523635823
https://steamcommunity.com/sharedfiles/filedetails/?id=1523635860
https://steamcommunity.com/sharedfiles/filedetails/?id=1523635734
So this was a meeting engagement head on in open field between a dozen T-34 tanks (not all of them in perfect condition anymore after the campaign so far) at high speed modifier and wide spacing with about 100 infantry backing them lagging 100-200 meters behind and a group of german Panzer III's and Marders.
Steel vs steel yet still I'm mopping the floor with them, there is something wrong with the calculations I'm sure of it.
The stationary german panzers nearly missed all their shots and were very reluctant to shoot at all, my moving T-34s nearly hit all right on the bullseye combined with a higher rate of fire.
Using my limited tank shooting knowledge I gathered from playing Red orchestra 2 I know it's very difficult to shoot accurate with a tank when it's moving with all the bumps in the ground shaking the turret up and down, I mean they're T-34s not modern M1 Abrams tanks with automatic turret stabilization when moving.
At this point I'd say the game has accidently switched the accuracy values of moving tanks with stationary because my T-34s driving at high speed over some field can snipe enemy tanks from 400-500 meters away while the stationary german tanks litterally missed some shots by over 30 degrees to the side.
It didn't take long before my tanks got mixed with the german tanks as there was little resistance keeping my tanks at bay and I flank shotted the remaining german tanks still alive, this is the reason the marders are so chaotically positioned in my last screenshot, initially they were all aimed in my direction of attack.
The battle lasted less then 5 minutes I think.
Hmmm this one is more believeable.
Pz 3 don't work against T-34s so it was basically 12 T-34s + 12 lights against 5 Marders and no AT guns. More than double force in attack is enough for a quick overwhelming overrun.
The aiming on the move I'm not sure, sometimes it seems too good and other times it seems fine.
Yeah I don't question the armor strength of a T-34 or the power of 5cm guns but I was shocked the see how bad the accuracy of the germans was. First time I really paid attention instead of playing war journalist to get the best pics, attrocious accuracy from the marders.
My Marders (and guns in general) are quite good at first shot hits at 1km even if the target is moving.
You keep getting these really good victories I can't pull off
Perhapse I play it too slowly and it breaks down if you try and rush the computer.
https://steamcommunity.com/sharedfiles/filedetails/?id=1527624210
Little battle bombed 3 marders killing one and badly breaking the other 2.
Sent in my 3 T-34 with a fast attack order expecting to mop up the survivors and the 2 remaining marders managed to knock them out and beat me even with their broken sights.
So I don't know what's up with your enemies Headshot!
Possible the rush tactic that breaks AI.
Good news (or rather bad news for my campaign), it seems the germans have at last smashed my armored spearhead.
During the afternoon of the second day of the offensive I was within striking distance of both Saur-mogila village and the Tumulus.
Two german infantry groups and a german armored group were tasked to defend the area in and around the village totalling over 800 men and about 10 tanks with a boatload of AT guns and Leigs.
Last update with new dlc apparantly adressed an issue where the AI doesn't use reserves in operational phase so perhaps this fix made the germans use a metric-♥♥♥♥-ton of AT guns that they had spared up in their reserves over the turns.
On the russian side I had about 4-5 infantry groups and 3 armored groups that had accumulated damage over the campaign, blunting the spearhead.
At first we smashed the german tanks without much problem around the house north of the village.
The village itself was first bombarded pre-planned for over 20 minutes with 2 artillery batteries and we probably dropped over 600 shells on the village, additionally over 100 shells were dropped on the Tumulus.
Most germans were killed during the bombardment, however we still encountered massive resistance inside the village.
A number of german AT-guns (50mm and 37mm) inside the village chewed up a lot of my tanks while infantry immobilized them with large explosives at the tracks.
We managed to rout the enemy but not without suffering catastrophic losses, 283 sovjet casualties and of the initially 50 operational vehicles I had, over 40 were knocked out of action.
Germans suffered as well and had to pay more than 10 men for every russian tank, totalling 550 casualties and 10 panzers knocked out.
We've captured the campaign objectives but it's clear that our offensive capacity has been decimated and we're not even halfway through the campaign. While I send the armored groups back to the rear to field maintenance stations for salvaging as many vehicle as possible the infantry will have to stay up front and deal with the german armore counter attack.
First assault on the house
https://steamcommunity.com/sharedfiles/filedetails/?id=1563583974
Meanwhile there's little resistance at the Tumulus
https://steamcommunity.com/sharedfiles/filedetails/?id=1563583899
Heavy fighting within the village (note the majority of my tanks were T-34s)
https://steamcommunity.com/sharedfiles/filedetails/?id=1563584036
https://steamcommunity.com/sharedfiles/filedetails/?id=1563584121
It`s all about tactics. If you want balance, use tactics with what the game provides. Thus the title Graviteam Tactics: Mius Front.