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Showing content with the highest reputation on 09/26/2015 in all areas

  1. 1 point
    Emory

    AAR: Rinaldi v. Emory

    My plan for this game was to have a company in each objective area (i.e: The farmhouses and the crossing-sites) . At first I wanted to defend the outskirts of the town, but lacked the foxholes and cover to accomplish that and put the whole company in town. I made sure to bring extra panzerschrecks sicne I had a feeling that I would lose my AT guns quickly. Fortunately that paid off. The AT guns on the right were deployed with the goal of trying to have the best possible sightlines on Rinaldi's flanks, and concealment. The deployment of the ATGs in the middle and on my left were rushed as it was really late when I finished my deployment. I wish I spent more time in placing them. Sorry for the delay guys.
  2. 1 point
    Bulletpoint

    The Setup Phase

    Or do the authentic thing, since they are Russians.. select all your troops and give them one big assault command in the general direction of the enemy
  3. 1 point
    waclaw

    CM:BN Screenshot Thread #2

    Maybe someday we will see Combat Mission Fall Weiss - Fall Gelb
  4. 1 point
    Sublime

    Amazing WW2 photos

    thanks
  5. 1 point
    Sublime

    Why is US CAS so expensive?

    Gaz do you ladder play equally both sides or only ladder play US out of curiousity? @Steve heh I remember when I was a total PBEM noob and played Fionn Kelly in BO. He had Americans. I bought an Elite KT that ate up a huge portion of my points. He handily destroyed it in the first few minutes due to my over aggressive maneuvering and proceeded to demolish the rest of my force.
  6. 1 point
    George MC

    Sdkfz 251/17 gun traverse

    Not sure I'd trust the source that described Grossdeutschland as an SS unit... It appears there is some confusion with the half track armoured variants with a mounted 2xm flak gun e.g. some with partly armoured bodies but built on a sdkfz11 chassis. The version in-game i.e. the 251/17 is built on the sdkfz chassis and is fully armoured. Also according to Jentz the turret could traverse 360 degrees. I can't mind why in game it's got limited travel. Could be a coding issue.
  7. 1 point
    Last night two more confirmed US casualties were caused. Unfortunately screenshots that I took didnt save. I will take screens of the next turn which Ill be playing in about an hr. However , if you look at the previous screens you.ll understand the situation. No real movement except ob my right flank the infantry close to the buildings began storming and occupying the buildings closest the woods under cover of the smoke screen. On my left flank by the loggers trail my 3 tank platoon of T90AMs popped out of the left most T90 spotted US infantry bolting out of the woods to its left and running for the cover of my smoke screen. It fired a single ainet round causing two definite US casualties. More to come during next turn. I need to place my tanks in position to defend themselves when the smoke screen dissipates and am thinking of moving them slightly back to the mouth of the loggers trail on either side of it barely in the woods. This will provide minor concealment but help against javelin attacks. Im also going to heavily be relying on my BMP2s to spot targets and hopefully usebtheir Kornets though Ive never seen a BMP2M use one in game. Nevertheless they.ll be there with extra eyes, ATGMs that will hopefully be used and at the very least autocannon. The benefit of all contact occuring on my left flank is that though thats my secondary spearhead ( my primary is the big open gap in the middle with the lions share of my tanks) it probably makes it seem to my opponent that the left is indeed the center of my attack. If im lucky and he moves aggressively to counterattack the units in my center will have a perfect vantage point to slam into the flank of any said attack. Preferably I wont need to do this at all however, instead using my treeline BMPs to pop smoke and make a smoke screen and having my Khriz fire AT15s through the smoke at any US armor reacting. On the attack at the Russians its very important to be extremely cautious for any attack and movement of armor. Really something akin to the Brit WW2 bite and hold is a good analogy. You seize some ground under cover of smoke or by other means and present a serious threat. Then hopefully the US player placing faith in his superior equipment will give up one of the inherent advantages of defense - waiting for the enemy to come to you, and counterattack. Meanwhile on the ground you.ve seized you ve reverted to defense mode placing AFVs in defensive ambush positions along with infantry.
  8. 1 point
    So Im not really sure what Im facing here. But the plan must seem obvious upon seeing the pictures. 1. ID US target and win the armor battle. I dont have ATGMs besides whats on the BMP2Ms and Khriz. So skillful use of smoke will be my trump card for Khriz, and use of massed fire with my T90AMs, that and using cover as much as possible to engage US targets not in an open plain battle, but keyhole and weird LOS battles where I can focus as much firepower on individual targets as I can. 2. Use my remaining SU-25 to destroy any targets of opportunity it can see and I cannot 3. Use the large amount of mortars and artillery along with my TRPs to utterly shell the bejesus out of suspected and ID'd US positions. This is where planting BMP2Ms with infantry split squads in forests and having them sit is important. I dont need actual IDs - ?s are enough to warrant shellackings. 4. The infantry near the buildings that also are near my armors main route of advance are to attempt to enter and occupy said buildings, gaining better LOS and supporting the armor from US infantry possibly hiding inside or nearby. Priority must be given to Javelins as well. Units close to buildings or that can leapfrog to buildings will do so, even if I have to divert other platoons and funnel them through the one route open to the buildings. That will work on my right flank, on my left they'll have to sit and wait for the situation to develop before becoming committed. 5. - This is open, again, being a QB and having no idea what Im up against I have to wait and see how the situation develops. As of now my smoke screen will allow me to emplace my units and when it dissipates I expect firing to begin immediately. My tank advance has all T90s in center clearing ending their rush with a pop smoke. This will allow the Khriz a unique opporunity to fire on targets the US nor anyone else can see using their radar.
  9. 1 point
    http://imageshack.com/a/img661/1964/NZyLXe.png http://imageshack.com/a/img537/3417/L6dxZj.png http://imageshack.com/a/img673/2474/ayIpEI.png https://imageshack.us/i/idHETg56p https://imageshack.us/i/pdVpa69Qp https://imageshack.us/i/idNZyLXep https://imageshack.us/i/ipayIpEIp https://imageshack.us/i/idCTYRyIp
  10. 1 point
  11. 1 point
    MarkEzra

    Coming Soon 27 V3.11 QB Maps

    I have placed them on the Repository but it takes a bit of time for them to actually be available. So if you don't want to wait I have attached them here!V3.11 QB Maps.zip V3.11 QB Maps contains 27 Maps made in the Method I used in CMBS. These Maps have Full sets of Group orders and use of Triggers. They also use the new naming convention, so these maps will show up generally last in the QB Map list. Hope You Enjoy the them.
  12. 1 point
    hm_stanley

    Elite difficulty question

    Please point me to the manual location where it says that?? It's pretty clear in the manual, "elite adds a level of difficulty to the game where units are represented as soldier icons...." There is nothing there that even implies that, oh and by the way," it's completely circumvented by clicking on those generic icons and finding out exactly what that unit really is, we just wanted to provide a few more meaningless clicks to your game experience. " Please give me a break. I'm sure steve would agree that it's broken and it's NOT behaving the way he intended it to. Therefore it's a BUG!! So, why waste the time, play warrior level and then I don't need to click twenty more times in a game, that's a better experience.
  13. 1 point
    hm_stanley

    Elite difficulty question

    We can argue all day on intended functionality vs expected behavior. To me, it's a bug. Either they didn't have time to implement it correctly or they implemented it and then decided that the way it was supposed to work wasn't exactly how they wanted it to work, yada yada. Bottom line, if I were testing on this project it would be filed as a bug, marked to be fixed, priority 3, since it's not crashing anything and it's half working as desired.
  14. 1 point
    hm_stanley

    Elite difficulty question

    To me this is a complete bug. I realized this in a PBEM after I couldn't understand why my opponet was targeting my hq units?? I was saying, how does he know that is an hq unit, well I picked one of his icons and it told me what the unit was, a machine gunner in this case. I said, wait??? That's total fail, what's the point if elite if I know the unit by clicking on it?? Anyway, please FIX this bug. Very annoying.
  15. -1 points
    grunt_GI, If you dislike the briefing font size, I strongly suggest you completely avoid the QB screens for Human force selection. The point size is even smaller, I believe, and the text isn't even white against black, making for murky, hard to read visual presentation. I hate, hate, hate style over functionality, and that, I've experienced several times now, is exactly the case here. Font selection is critical, too, when working with small-tiny point size, because readability simply isn't there with spindly fonts. My doctor's office, for example, has a business card with tiny, spindly pale blue type against white card stock, resulting in a card in which the vital info is practically indecipherable. And because graphics designers have, I've found the hard way many times, perverse streaks a mile wide, the second and third tier info is black on white, in a much larger point size and more eye friendly font! Despite being corrected to 20/20, my almost new trifocals (Drat! Now they know I'm not 20!), which allowed me to read with ease the tiniest type (printer's info) on the bottom of the reading acuity card, coupled with my brain in its current state, generally aren't equal to by Human force selection job, which is why I fight primarily in Computer Selects mode. This has been a pain, given I sometimes get more bodies than vehicle seats, the wrong fire support and other grief, but I least I don't get eyestrain and a headache from not only trying to read the force lists but navigate what to me is a difficult UI. How I miss the one from CMx1 in which I could both see clearly and navigate it with ease. What to you is a nit is to me a major problem which seriously limits my options in playing QBs. I really hope BFC addresses our respective issues, and I wish there wasn't small pale gray type here, too. It's a picnic, though, compared to the QB screen! Regards, John Kettler
  16. -1 points
    John Kettler

    Search Problem & Lost Posts

    <BLOCKQUOTE>quote:</font><HR>Originally posted by John Kettler: I looked through page after page of successively older posts in an effort to locate a reply I made recently to someone concerning HE charges in antitank projectiles, as well as replies to iggi on Panzer Elite and another one I did on ammo for the U.S. 57mm AT gun. Got nowhere. Tried high tech solution with search feature using both my last and first and last name. Would you believe it showed only four posts each time, not one of which was of the items being looked for? This is most strange, and I'm starting to wonder whether I inadvertently entered the Twilight Zone or whether it's simply some glitch in the search program, needs posting updating, perhaps? Can anyone tell me why I don't see a fairly long list of posts under my name? Or does the search feature only bring up discrete entries rather than ones in which my name appears? Do I have to make an original post to be found by this thing? Please help. Thanks. John Kettler <HR></BLOCKQUOTE> In the first version of this I also forgot to mention that the reply counter apparently has a glitch. My query regarding artillery tweaks showed no replies on the box for that, but there WAS a reply. Something's wrong here somewhere. Regards, John Kettler
  17. -1 points
    Sublime

    New Scenario! Parker's Crossroads

    Manx, the Utrechtsweg (Sp?) Op on your site I downloaded doesnt work, whenever I try to play it in CM it crashes me to desktop.. every other scenario I've downloaded works except that one and McKinley's battalion..? Could you check those, the Utrechtsweg Op is one I really want to play =)
  18. -1 points
    Sublime

    Blocky smoke, still

    i have the problem with voodoo 2.. its REALLY annoying..
  19. -1 points
    Sublime

    A simple request

    Someone needs to edit in the Greek Cross.. I could care less about the Swastika but I like the way the Greek Cross looks better..
  20. -1 points
    Sublime

    Hey Madmatt-

    Can you gimme a link to the webpage you mentioned last week with the Geforce for sale for '100 bucks less and overnight shipping'? Thanks =)
  21. -1 points
    Sublime

    Arnhem Op- Too Easy? *SPOILER*

    I wanna test it! i wanna test it! count me in =)
  22. -2 points
    John Kettler

    Search Problem & Lost Posts

    I looked through page after page of successively older posts in an effort to locate a reply I made recently to someone concerning HE charges in antitank projectiles, as well as replies to iggi on Panzer Elite and another one I did on ammo for the U.S. 57mm AT gun. Got nowhere. Tried high tech solution with search feature using both my last and first and last name. Would you believe it showed only four posts each time, not one of which was of the items being looked for? This is most strange, and I'm starting to wonder whether I inadvertently entered the Twilight Zone or whether it's simply some glitch in the search program, needs posting updating, perhaps? Can anyone tell me why I don't see a fairly long list of posts under my name? Or does the search feature only bring up discrete entries rather than ones in which my name appears? Do I have to make an original post to be found by this thing? Please help. Thanks. John Kettler
  23. -2 points
    I just remembered the other item I wanted to mention. That is that the available film footage I've seen of bomb drops shows that most of debris goes up (not out) in a fairly acute cone, thus confirming the blast and frag masking I described in my initial post. My apologies for the typo in the first post. Regards, John Kettler
  24. -2 points
    John Kettler

    Sit and Spin page glitch

    For some reason page 2 of this thread doesn't follow the standard format and overflows my screen, requiring the annoying use of the drag bar to read each individual line. Is something wrong with the page format settings? Usually everything displays in such a way that I can read it without chasing text past my normal viewing field. Regards, John Kettler
  25. -2 points
    Having seen the horrific potential of Jabos in the recent CMHQ special, I have a few questions and comments. 1. How does CM model blast and frag damage from an aerial bomb? From what I can see, it looks like some sort of cookie cutter radiating outward uniformly from the explosion. As I recall from my military analyst days, though, a bomb delivered from low level (not vertical dive or medium/high level horizontal) doesn't arrive vertical to the ground and i tends not to go off until it's some distance into the ground (unless fuze extenders are used), thus masking much of the explosion and removing a considerable portion of the casing fragments from play as well. These factors being the case, I would expect that the worst orientation vs. the bomb for a target to be in would be perpendicular to the bomb's longititudinal axis. This would put the target in both the densest part of the fragment pattern and on the primary blast axis as well. I would expect that the area in front of the bomb's nose would be relatively safe, while the area behind the bomb would probably not be a major frag hazard, caused by narrow shape discharging upwards, but would be from the standpoint of blast, considering the bomb's tail is almost certainly out of the ground at detonation. Also, as I recall, blast falls off very rapidly as a function of distance (forget exact mathematical relationship), while shell and bomb fragments, some quite large, have been known to travel hundreds of yards and do all kinds of damage to men and materiel. Taken in aggregate, the issues I've raised would appear to argue strongly against the bomb explosion pattern as depicted in the special scenario on CMHQ. I would further argue that crater evidence tends to support this view, in that even Army manuals show artillery craters as being oval, while mortar craters tend to be more circular, the result of a more vertical delivery angle. A bomb would be hitting at an even shallower angle than tube artillery does, thus accentuating this oval aspect in the crater. 1a. How detailed is the CM bomb blast/frag model when it comes to representing and properly distinguishing the effects of the factors I've described above? 2. Though the article mentions 2.75" rockets, the ones which the British used with such devastating effect from their Typhoons were not 2.75s but 60 lb. rockets (warhead weight), something much nastier. Remember that a rocket doesn't have to undergo the 100,000 G load that a cannon shell does. Its HE fill percentage is therefore much higher than an equivalent weight artillery shell, so for a given warhead weight, the rocket puts much more HE on target than does the shell. Which rocket is CM modeling, and what are its warhead details? Seems like there's another question, but I'll post later if I think of it. Regards, John Kettler
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