Looks like great fun. Advice: as the tank commander you should be looking for the next target while your gunner engages the current one. Gunner doesn't really need the commander to tell him short or long or whatever. Once the gunner is engaging a target - the commander can move on top keep up situational awareness. Once the gunner announces that they've destroyed a target, the commander should be ready with clear turret direction instructions for next target (including target type and ammo).
Although true you also have to think about the viewer experience, which I'm sure Cap is. Maybe a balance of both? Would be good to see some gunner POV as well.
As someone who spent 24 1/2 years in the US Army as a tanker, I can say that this game looks and sounds pretty good. Looking forward to seeing more from this game.
I quite enjoy these crew videos, carrier command, wolfpack, this, it is quite enjoyable to see you coordinate your team and use the vehicles to their maximum effectiveness.
Great to see you tackling Tank Crew. Always enjoy the Grim Reaper missions where folks have to work together as a team against a challenge, whether flying, U-Boats, Carrier Command 2 or Tank Crew. TC is a great WW2 tank simulator, but sadly it's very underdeveloped in the tactical battles/campaign around the tanks. The two included campaigns are good, but there's very little other content for it at the moment. So seeing the GR team creating missions and then fighting it. out is going to be awesome.
Cap you should always be "buttoned up" or inside the tank as soon as you enter combat unless your engaging from extreme distance where machine guns are ineffective hence why you were shot by the Russian tanks at the beginning. Also your call outs would be " driver left __ degrees slow/med/full" or "gunner rotate to bearing ___" they would call out "up "when the shell is loaded followed by you saying "send it" or "fire"
Multi-crewing a tank with two friends in Post Scriptum was epic fun. Especially as it was obvious others weren't - they had a pause between driving and firing as the player switched seats (no AI), whereas we could fire on the move or immediately after stopping.
ooh nice some actual tank crew without space zoom! for commands i have a couple, largely nicked from ghpc and steel fury but probably helpful anyway. Left and right is fine by the way tankers don't use port and starboard for driver commands simply *"driver advance/halt/reverse"* is probably all you need, more specific things can be explained in the moment for gun commands i'll give an example engagement: *"Gunner, tank, 10 o'clock!"* - clock directions are relative to the turret, in lieu of these you can also just use 'gun left' or 'traverse left' *"on!"* - when the turret is vaguely pointed at the target you've called out, helps if the gunner isn't paying attention or you didn't give a direction *"fire"* - this is optional in my experience *"short, reengage!"* - normal shot correction *"Target, reengage!"* - a hit, reengage just meaning "fire again, it's not dead" *"Cease fire, new target 1 o'clock"* - cease fire meaning the target is neutralized, repeat this process until either all the enemies are dead, you need to move, or you are dead. you can always adapt these to the situation or you and your crews own preferences, as long as it works you're good. hope to see more of this from you it was quite nice oh and by the way, you generally want to stay inside the tank if you are anywhere in machinegun range. though if this is a mechanic in il-2 as it was in steel fury, you don't necessarily have to have the hatch closed when you do go inside if you want to be faster at getting up and down. unless there's planes about, in whichcase do button up.
Cool....So good for your first go. Things for the future... A tank Platoon is like a flight of fighter aircraft. It is formed by two elements or sections. Each section has a leader and a "wingman". One element moves while the other element is in "overwatch". The two sections move forward in bounds. One pair watching, one pair moving. If the two elements split up to operate alone then the leader and wingman take turns moving and in overwatch as they leap frog forward. In the attack one element can provide suppressing fire with the other section maneuvers. Every lesson you've learned about mutual support and the importance of the wingman in DCS applies here too. Two skills to learn to increase survival especially in WW2 where tanks had trouble firing on the move are: the "short halt" and use of ridge lines. The "short halt" tactic makes you a moving target for the enemy while giving the gunner a chance to fire whilst your stationary. It takes practice but essentially when the gunner is ready to fire he shouts "Driver-Short halt!". The driver slams on the brakes. As soon the as the tank is stationary the gunner fires. Your can either train the driver to throttle up again as soon as he hears "On the way!" from the gunner or issue the order "Driver-advance!". This all ensures you don't spend too much time sitting still unless you are actually firing. Using the cover of ridgelines is a vital survival skill. Creep up to terrain like ridges and hedge lines and use them to your advantage. The two important postures are: Turret Down: the entire tank is hidden by the terrain. The commander in the cupola can look over the blocking cover whilst the whole vehicle remains protected and concealed. The commander is much harder for the enemy to see or shoot than any part of the tank. To do this bring up the binoculars while "unbuttoned". creep the tank up to the ridge. As soon as you have a clear view order the driver to "halt". If the gunners view through the primary sight is blocked by the ridge or terrain you are now "Turret Down". Hull Down: the tank advances slowly until the gunner can clearly see over the cover in his primary sight. Only the turret is exposed to enemy observation and fire. It is still a much harder to see or hit than the whole tank. To make sure the hull is not exposed make sure the drivers view is completely blocked by the cover to the front. this means the hull is behind the cover. You are now "hull down" on the backslope or behind cover. On receiving heavy enemy fire the driver can retreat a few yards down the back slope to assume "Turret Down" if required. This makes you a really tricky "pop-up" target for the enemy,
Awesome stuff, guys. It was great to see the transition (starting from "do we say "port" and "starboard" on a tank, guys? I have no idea.") to much more polished, functional verbiage. The exact terms we use in the US are a bit different, you said "impact", I'd have said "target" but it works. That is the most important thing.) Everyone's working it out, you'll get much better very quickly.
Great to see this; thanks Cap. BTW there's some really impressive documentation of nuts&bolts how blitzkrieg was systematic combined arms combat. *--Dawks **_[PIR]_*
I noticed you unlocked the Elefant after capturing the second village. If i remember correctly, that thing had a ton of frontal armour and the longer 88 with higher velocity. might be worth looking into for ease of use at longer ranges & frontal survivability (like an assault gun). it's a big lumbering beast though, so it's gonna be slow and it's a fixed casemate design and the gun can only traverse in a certain arc to the front, so keep that in mind. overall enjoyed the video, can't wait to see more!
Oh dear, Cap is now wearing a black 𝘗𝘢𝘯𝘻𝘦𝘳𝘵𝘳𝘶𝘱𝘱𝘦𝘯 uniform. An interesting change from his blue 𝘓𝘶𝘧𝘵𝘸𝘢𝘧𝘧𝘦 uniform. I can hear the Chieftain shouting, "Oh bugger, the tank is on fire!" @40:24 Cap, that was a perfectly placed flagpole for you to knock down! You're in rural Russia where road signposts are as rare as Fabergé Eggs!
The Pz.Kpfw. IV with the 75 mm gun is a killer, despite its inherent flaws. Welcome to the world of a tanker, where death may come from an unexpected direction and at the most sedate of points in time. One thing I must compliment highly is the sound effect of the spent brass falling in the chute, that resembles very closely what I heard in the Finnish coastal artillery with the 100 mm gun form the T-55 (this was in the very early 1990's). On firing the breech came back to seriously dangerous extents, and the spent cartridge clattered down the chute to leave the breech ready to reload. The turret was the epitome un-ergonomics, with especially the loader having to had the physical traits of a gorilla: short stature, long and muscular arms. I once had the misfortune to try the loading phase, and failed miserably. I couldn't even lift the breech block not to speak of ramming the cartridged shell into the breech.
I really like the ...crew videos. Nice change of pace. And a nice step out of most players plane comfort zone, which makes it more fun. The carrier one i liked maybe a bit less because it was too fantasy to really follow what's going on. But we are of course all Submarine and Tank experts..
Fabulous fun- more please! My ultimate gaming fantasy is to have player staffed crew positions for the Avro Lancaster.... wonder if it'll ever happen?! Thanks guys, a very enjoyable watch.
From my limited time as a sim commander in a Bradly IFV (a real simulator the military used. ROTC FTW) educate for commanders is basically like this, you should be giving movement directions to the driver pre combat, and even doing combat because 'shoot and scoot' is still basic tank law, in contact you should be sweeping to spot targets, when you spot them, "gunner, turret *insert general position here* (normally the o'clock position is used with the direction the tank is going being 12) "Identify *insert target here*" to which the gunner will move the turret to the appropriate position and if the gunner sees your target, he'll give an affirmative or Negative response. if the gunner can ID the target as a valid target, a "target acquired" with the type of target being ID'd is called out. Followed by the commander calling out Fire. when a loader is in play, the commander also needs to decide the type of shell being used, HE, AP, Incendiary, smoke ect. that's my limited understanding of it, but it's a good way to build up to whatever works best for you.
WW2 German tank commanders tended to stay less buttoned up than Allied commanders. They would not stay as bolt upright under fire as on the march but were not supposed to go the periscopes unless they absolutely had to.
Well done guys. Really enjoyed this. Would love to see more videos like this. I'm slightly bias being an ex tank gunner in the British Army 🤣 Would be interesting to see you guys try the modern tanks. That way while the gunner is engaging a target , the commander can be locking onto the next target. Excellent work guys 👍
Yeah, that's a tough one. It's kinda like submarine simulations where you want to watch your torpedo impacts in the periscope when really you should be diving to escape right after you launch your fish.
I forget where I read it, but I remember once reading about a German army officer who said "One German tank was worth three American tanks, but the Americans always brought four."
Cool! King of the hill is gonna’ be a lot more fun, also. And I’d love to see the Swedish Stridvagon tank (unsure spelling), especially with its ability to sync with other tanks’ guns to create a variety of blanket, ripple, and other firing patterns.
Well, I would love to join you guys in this sense I know a bit about tanks and the whole process of operating of them but I'm not exactly of age... Still an amazing video nonetheless! Hope I can join you guys sooner than later.
TC commands to Gunner are Gunner target (tank)(troop carrier) (artillery) (troops) (AT gun), (o'clock), (range) AP or HE or COAX, Send It. Gunner commands are Loader load, AP, HE, Up when loader confirms shell loaded, On the Way!
@@grimreapers Follow up TC commands are If the shell hits: Gunner, Target, Cease Fire If the target needs to be reengaged Gunner, Target, (Short, Long,) Reengage, Send it
Guys, since the war with Ukraine and usage of DCS to make fake news, I started watching your videos, it's a new world. I enjoy all your videos, so much fun and science behind. Keep going!
My best bud, was with 3rd Armored I think. The way I understand it is that the tank commander is scanning for targets while the Gunner engages current target tank commander calls out target, type and ammo type to be used on target, gunner finds target, and calls out that he has target in sights. man or give him type of target and ammo. once the round is loaded I believe it’s tank commander who gives the order to fire and then the Gunner is supposed to call out on the way when firing. Not sure though
Turn off your engine and open the driver hatch (sometimes commander or gunner hatch if driver doesn't have one) and the repairs should start.... maybe glitched if it doesn't start repairing .. also guys it's worth a mentioning you can use dead tanks as cover ..
just a thought for you! don't just say short or long try and give a percent of the distance, like short about 50% or 75%? to target or long about 25% or 50%? then you can see the gunners correction and adjust according also it might help the gunner to make better corrections? Just guessing as I have never play with tanks :) :) :)
You can run a tank solo also. In commander's position, targets can be designated and shell type while using keyboard keys to steer the tank. You can bounce around positions also and function in them.
@@Dallas78256: I have dabbled with it, it's interesting and would be a bit before I tried a campaign, running solo can easily turn into task saturation if you don't practice a lot in quick missions.
Former APC commander from RAAC here: 1. Visibility is life, stay topside as long as possible so you can spot enemies first. 2. You don’t use port or starboard, it’s left and right. Left = 90deg to the left and right indicates 90deg right. You can indicate directions using commands like half left [45deg to the left) or quarter right (22deg right) etc. To indicate a spotted target you call out the range first, then the direction and then a description of the target. Example: Target, 500m, half right, T34 moving left to right. Calling out the range is a massive advantage for the gunner so he already knows how much he needs to adjust for elevation. The gunner will indicate if they can identify the target with the call of “seen” or “unseen”. If they cannot see the target you can then elaborate until they do. You can indicate targets using tracer fire with the command “watch my fall of shot”. Your commands to the loader should be “load AP or HE etc”. They should acknowledge they’re ready with the command loaded or UP if you’re a yank. They will continue to load the same shells until ordered to change. 3. Learn to use “hull down” position. That’s where you use terrain to hide the bulk of your vehicle from fire. Classic example is a small hill when you first took on the artillery pieces at the start. Creep over the hill (or reverse back down if you’ve gone too far) until you just see the target and engage from there. You do this at the crest of every hill and observe the other side for targets before advancing again to the next hull down position. It makes you a smaller target and only shows your thickest armour (frontal turret) to fire. If you’re out in the open turn your hull armour askew to the incoming fire so you’re more likely to get glancing shots on you. 4. Do not just sit there and take fire if you’re not firing the main gun then you should be hull down (or finding a hull down position) or on the move. Moving denies the enemy the opportunity the adjust their fire to score hits. Work as a team, two tanks stay still and cover the third that is advancing. The advancing tank will then prop and a then the next tank moves forward, being covered by the other two and so on. 5. Not sure if the game has it modelled but use smoke to attacking through open terrain or masking a withdrawal.
Since I've seen most of the stream already, there's not much to comment on. Got that "module", but didn't play it properly yet, but I'd watch more of this :) 0:46 Ricky B... ...obby! :) SCNR :D
@@CakePrincessCelestia It is for sale right now on Steam. It is fun and looks better than rof, true. The headtracking works even better than in DCS for me. Nice physics. Very enjoyable! I saw the Flying Circus part II module on the developer page. Will be much fun, hopefully they ad some WWI ground units. Very good recommendation, thanks.
My late Dad was a Sherman/ Lee Grant tank driver in WW2 in Burma. He used to tell tales of public school idiot 19 year old junior officers who led his squad with their heads out of the turrets. Unfortunately the Japanese had lined lined the approach treetops with snipers. He had to mop their brains out of the back of the tank when they got back.
I like the tank crew game play. Too few realistic style tank games and even fewer ones with MP. Steel Armor Blaze of War is a good one along with Steel Fury, both by Graviteam, but no MP. Steel Fury is WW2, other is Afghanistan, Iran-Iraq, and African Wars with T-62's and Iranian M60's as well
tank commander is responsable for giving the gunner an estimated range. like in your sub campaigns, you can use your bino reticule. a ROUGH range can be found by dividing highth/length in centimeters by retucule size. rough size of most russian T- series tanks is 8meters long, 3 meters wide, 2.5 meters tall. you brits can do the conversion to CM in your head,. that will give the gunner a rough aim point, and, of course, FIRE AND ADJUST. but this should save you a little ammo.
I did play Il2 tanks for a little bit, and it was a very mixed experience. Its often super slow with nothing going on for 10s on minutes on end, followed by brief periods of action. One good thing is that only one player needs to own the tank dlc as everyone else can join as crew.
@@grimreapers There are three positions in the tank,driver,gunner and commander,each one is responsible for there part.The commander is also responsible for coordinating attacks with the other armor and infantry commanders.
Hint: different tanks have different commander couples the ring of Windows I suggest you also get inside the tank your TC is more important and you can still see anyways given that on the panther your way higher than the gun than you where in the pz 4 g that you where driving in the beginning Panthers are great tanks thay also thicker armor
The tank can be angled to effectively increase the armor thickness or make it harder to get penetrated by enemy AT gun or Tanks. The Tiger 1 with the 8.8 was a beast. It had amazing armor and kill power. The Russians would try to overwhelm them on the Eastern front in WW2 with 5-10 on 1 engagements.