Panther F
Posts: 2093
Joined: 12/31/2005 From: Franklin,
IN, USA Status: offline
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quote:
ORIGINAL: Jeff489 I hate to bring them up, but there are some issues that seem to be major and have caused contention in the past. I think any new organization must address these issues adequately to bring unity to the hobby. Some of the tankers on this forum don't battle their tanks, and there are some things that Tamiya compatible tanks can do that real ones could not and we should get everyone's thoughts on the following items: (Due to the volatility of the issues below, the rules are that you should only state your opinion on the items below, or add new items to the list, not give your opinion about someone else's views, and #2, this is a brainstorming session, so no criticism of fellow posters allowed!) The idea is that we find out what the mood of tankers alll over the world are on these issues, and not decide the issues here. So give your opinion, but play nice, because there's going to be divergent opinions on this. 1. Fan shot (i.e. shooting whilst pivoting in place). For those who don't know, emitters stay on for about 1.5 seconds after you fire the main gun (you can check this with your digital camera). Pivoting whilst firing allows you to "spread" your shot across about 180 degree arc. You can shoot many tanks bunched up in the open with this tactic. Tankers who use this will sprint out to prime firing positions, and then fan away before the opposition deploys. Some clubs allow, some don't. 2. 45 degree shot (i.e. turning the barrel in your turretless tank destroyer to orient the emitter/barrel in a direction other than where the apple is pointing. The barrels only traverse 15 degress or so, but its called the "45 degree shot" )...Yes, that's right, apples don't register shots at angles too well (especially at a distance), thus you can shoot along an axis you where you are immune to incoming hits from your target. This is not a big problem now, as there are few TD's out there, but the Jagdpanther's release is sure to bring it up more often. Most clubs allow. 3. Slope defense. (i.e. backing your tank up on a hill, elevating your barrel to max and fighting in place. The angle of the fins (due to the tank's position on a slope) on the apple blocks all incoming shots). Most clubs allow. 4. Sunken apples. (i.e. the mushroom head of the apple is sunken to just above the cupola rim, and the lights in the apple are moved to remote locations on the turret.) The advantages are it looks good, disadvantages are that it lowers the sillouette, and allows the tank to hide its apple better by parking behind obstructions that a tank without the apple lowered could not hide it's apple behind. It doesn't seem to affect counter hit reception abilities. Some clubs allow, some don't. 5. Tank speed and turret traverse speed (i.e. many of Tamiya's tanks run too fast to be historically accurate.) Most clubs that care about this arbitrarily assign hits to the tank during prebattle inspection to handicap this advantage. Some clubs allow, but most don't care about this. 6. Emitter placement (i.e. the placement of the IR emitter can greatly affect the spread of your IR beam). Placement of the IR emitter in the barrel impedes the flash unit. This can be used to great advantage during a night battle. Placement of the emitter too close to the end of the tube can allow the emitter to be a flashbulb, and can have the effect of shooting around corners (very nice during urban combat, but unfair). If I have described these issues incorrectly, I apologize. Please help me define the issues more clearly with your post. I not only "play" with my tanks, but I also battle with them too with the Tamiya Battle System. I have built 4 tanks, two of which are 'conversions' in one order or another ... the WSN Trumpeter T34/85 and the Imperial Models Sturmtiger on the Tamiya Tiger I. #1. Fan shots are what they are. If everyone agrees to not use them it should be discussed at the beginning of the battle, not whine about it during or after. I think it's more talking out of both sides of your mouth when you strive to make the tanks so historically correct but allow this. Like I said, if everything is relaxed (tanks overall speed and turret rotation) then it wouldn't bother me. #2 The 45 degree rule is something that doesn't always work but it's built into the system and it can happen even if it's not intentional. You're actually using the fan shot technique when you deploy your turret in this position so which is worse? #3 Slope defence? If you are in a situation where you are going to be eliminated from the 'game', then get eliminated. All this does in prolong the obvious ... you are supposed to take hits. #4 Sunken apples. I DO NOT LIKE the tower looking TBU's. As long as it can take a hit from all sides and the lights can be viewed, I'm all for them. Besides, the landscape should not be so that the tank is so high in elevation that it cannot be hit from underneath. #5 Tank speed. I like to see a guy run his right out of the box. Do not make alterations where it's faster than a box stock tank, but hey, he's got to drive the thing and be responsible for any damage due to reckless driving. This here is one that should only be viewed and not tested. It's a waste of time and to penalize a guy by giving him an extra 'hit' because his TI is too fast is crazy. Put motors in it if they are comfortable with it but not make it mandatory. #6 Try to mantain the muzzle flash (but hey, they do burn out and are expensive to replace) But if it's like the KT, then by all means put it in the barrel at the proper depth and size of tube. Just my 2 cents worth. Whew!! I hate to type! Jeff
< Message edited by Panther F -- 11/27/2007 10:41:12 PM >
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HL StuG III, Tamiya: M4 Sherman, M4A1E8 Sherman, Sturmtiger, T-34/85 and an M26A1 Pershing
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