Jump to content

Mad Mike

Members
  • Posts

    350
  • Joined

  • Last visited

Everything posted by Mad Mike

  1. Hi all, after having discovered the effectiveness of the M7 rifle grenade for the M1 Garand against tanks (see pictures here: http://www.battlefront.com/community/showpost.php?p=1289897&postcount=353), I am looking for info on the rifle grenades available for the M7 in 1944-45. I did a quick search Google, but couldn't find anything useful. I'm especially interested in the AT grenade and its specifications. My second question relates to CMBN directly: Where can the amount of available rifle grenades (and their type) be seen in the UI? Cheers, Mad Mike
  2. I would like to share one incident from my now finished QB PBEM against xian. It is the kill of a Panther in the last minute by one of my bazooka teams, which didn't quite happen as one might expect. See below: First picture, the Panther is "in the crosshair" and the team is ready to fire: Suddenly, the Team leader "jumps the bazooka" and fires his M7 rifle grenade (middle of picture, front of the house, small grey-green spot): The rifle grenade makes its way towards the Panther: Impact. Shockingly devastating and at the same time very cool chain of events:
  3. It's the second mission of the "Courage and Fortitude" campaign, just win the first one (which isn't that difficult) and you can play it.
  4. Yeah, but that was fixed in CMSF for version 1.20. I think the problem with no FOW for damage to fences / bocage should be the same that caused the introduction of foxholes / trenches as a kind of "vehicle" or entity on top of the terrain mesh. I don't think that it will be easily solved (but I hope I'm wrong).
  5. The bridge area got hit quite hard .. around 4 to 5 arty missions of quite big caliber (I guess it was 105 or 155). And there was still half a squad on that bridge when it came down :eek:.
  6. Yeah, i didn't use that much smoke ( I should have used it more often to conceal my final approach). And the german arty kept coming almost right up to the end of the mission (around 4 minutes left on the clock). That's why I'm almost sure that also HQs must have done some of the spotting .. because on the hill nothing was left alive (after maybe 200 to 300 shells of various calibers).
  7. The by now (in)famous bridge in "School of Hard Knocks" (or what is left of it) .. what a mess .. but an entertaining one!
  8. Just finished "School of Hard Knocks" today in Elite with a Total Victory on the first playthrough. It was by far the most gripping, "entertaining" battle i've had in CMBN so far. So a big thank you to the designer, well done ! *** SPOILERS *** Keys to success: - Kill the AT guns as soon as spotted (81mm mortars or 105 mm arty will do nicely) - try to keep your tanks alive (and mobile) as long as you can .. at the end all 5 of the shermans were immobilised, but otherwise still ok .. a little bit of luck is involved because of the heaviliy mined bridge are - try to use smoke for crossing the bridge with infantry (3 to 4 platoons should be enough if you still have tanks) .. you will lose some men to the enemies artillery .. all HQ units can spot and there are 3 or 4 TRPs along the only route of advance Most importantly: Keep pushing .. don't be disheartened when loosing half a platoon due to a well placed artillery strike .. it's guaranteed to happen in this scenario :cool: I don't know if there is a dedicated FO for the germans (couldn't find one after the battle was finished .. can anybody confirm?) .. but i guess they will also use HQs for artillery spotting .. very impressive (and deadly) work of the AI!
  9. Hi xian, thanks for letting me know .. what a chivalrous gesture .. I don't think that I can do much about it now .. you know the map as well as me .. breaking through fences (or bocage for that matter) will be instrumental for any tactical movement.. but hey, you will only know where ONE of my tanks is due to this deficiency .. the others might be somewhere else .. honestly
  10. Thanks for all the comments. Yep, this is my point, kind of... It can be done and there are circumstances where it should be done (on the move, to put a volume of fire in a general direction for suppression etc.). But I highly doubt (and I have some personal experience with the MG42s successor, the MG3) that it should be employed this way from a perfectly fine position which allows the usage of the bipod - that doesn't make any sense. A quick test scenario where my teams where positioned in craters surrounded by otherwise flat, open ground showed the same behaviour. The section in the crater employed the MG42 as if it were an assault rifle .. which it isn't. The result, btw, is modeled correctly .. tracers in the sky .. Maybe this should / could be changed.
  11. I noticed a small problem in a PBEM QB i played recently. My Panzergrenadier squad was deployed in a forest containing impact craters from 120mm mortars. See picture below: As can be seen, the first sections MG42 is deployed correctly (right hand side of the picture), the bipod is on the ground, supporting the MG42. The second sections MG42 is being fired from the shoulder, resulting (correctly) in very inaccurate fire (and a waste of good ammo). The firing from the shoulder went on (with this squad and others) for more than 10 turns and it happened consistently when the section was positioned in an impact crater for better cover. Has anybody else noticed this? And shouldn't the MG42 be deployed (if not immediately, still quite quickly) to allow for accurate fire? My guess is that this possible problem has to do with the impact craters, which maybe somehow "break" the correct setup of the MG42 for the section in a squad. Still quite an entertaining sight, with tracers flying around everywhere (in the general direction of the enemy).
  12. Good: - Overall presentation / graphics - FOW-trenches / foxholes (not so easy to guess the enemies defensive setup) - On-board fire support (mortars / field guns) Areas for Improvement: - Infantry behaviour: don't shoot at armoured targets with small arms which are 200 to 300 meters away (or, at all) -> futile, resulting in the armour spotting and hitting the infantry - Infantry behaviour: Noticed this while clearing a town with my paratroopers .. one soldier was standing at a window, shooting at a german maybe 30m away across the street in another building .. then he had to reload .. which he did, standing in front of the window .. consequently resulting in his death .. he should have knelt down to reload at least .. this could be enforced for stationary units - no armor only cover arcs
  13. Let me add the bridge (left hand side from a german perspective) in the "Closing the pocket" demo scenario, which is also able to swallow tanks. Maybe there is some general bug here?
  14. Yeah, had the same problem a couple of times. Restarting the game will always "fix" it. I also have an ATI Mobility Radeon HD 5870 .. maybe this anomaly is related to ATI cards only? Edit: And it's not only related to one specific scenario, I've also seen this in QBs.
  15. Quite right, how did you know? Btw: Very nice mod, thank you very much .
  16. It's AKDs Sound Mod, Version 1.2 I think it should be available in the repository.
  17. I just did a quick setup to show the 1:1 aspect for infantry. Below is a link to a video showing the "test range": In it, a Dutch Engineer squad is observing an area which is completely divided by a high wall. Team A (4 men) is on the right and Team B (5 men) is on the left. Each team can only see its side of the wall and can therefore only engage enemies on their side (which can be easily seen in the video). The enemy force consists of 2 syrian recon squads and their platoon hq, which were ordered to "Quick" towards the dutch squads position. So, more than one enemy squad can be engaged by different members of the squad. Also, the Teams cannot engage enemies on the other side, restricting the overall squad firepower affecting each enemy squad. I think it is quite obvious that this is an improvement over CM1 squad to squad (or single point to single point) engagements.
  18. Thanks for the reply, I understand the reason, no big deal IMHO. Would have been nice to have though, especially in one german campaign scenario (without spoiling anything, when I did my setup for the "Fields of Fire" scenario, I really saw the need for this dismount functionality .. and unfortunately I was proved correct by the way the battle unfolded :mad:). Btw, the campaign is great and I'm really enjoying it .. thanks for putting the German army into CMSF .
  19. Thanks, that's the answer I was expecting, to be honest (after trying for some time in different ways). Shame, it would have offered much more possibilities for the Panzergrenadier-Sections. As far as I was able to research, the MILAN is used dismounted by the Panzergrenadier squads in reality. Maybe this could be changed?
  20. Hello, I was wondering if it is possible to dismount the MILAN from the Marder IFV? I tried to do this with my Panzergrenadier-Sections, but it didn't work. Maybe I'm doing something wrong or is this not implemented at all? Cheers.
  21. Hi lomir, quite impressive . I got similar statistics (5 KIA, 10 WIA, 3 vehicles - lost the WMIK and the hummer as well as the LMTV (quite useless in this scenario, got killed within the first minute:rolleyes:)). I really got to appreciate the effectiveness of the 51mm mortar, it was crucial .. Overall, very good scenario .. just remember to pay attention to your HQ units, if they die, you can't really win.
  22. I also had another look in the editor, the area is a "Preserve"-objective .. which, as far as I understand it, should be preserved from damage/destruction (also according to the manual). The problem is, the buildings are already heavily damaged at the start of the scenario .. could it be that this is the wrong type of objective? Anyway, having played it now, it is all about preservation of own troops, the compound objective only counts for the Syrians .. I set the wrong focus in my scenario tactics, being too aggressive. On the other hand, winning this without being proactive seems quite hard. Did anyone ever achieve a victory (no matter which grade) in this scenario?
  23. Hi MikeyD, No, I just checked to be sure .. no Syrians anywhere close to the buildings in the compound. Like I said, the british section of 7 men and the company HQ of 2 men is occupying the third floor of one of the buildings and should have given me the points... :confused: Here is a picture of the situation at the end of the scenario: Anyway, in the editor I saw that the objective only gives the player 50 points .. that would have hardly helped me to win this .. too many casualties.
  24. Hi all, I apologise in advance for this topic which is not in any way related to WWII in general and the Normandy campaign in particular. I just finished playing "UK - The Mouse Trap" (excellent scenario, by the way:)) and was rather optimistic that I should have at least scored a Minor Victory. To my surprise and dismay, when the results screen came up, it showed only a draw. The terrain victory points for holding the compound were not awarded to me (neither were they awarded for the Syrians, I stopped the assault outside of the compound). This was baffling, because I had troops stationed in the 3rd floor of one of the compound buildings. When I had a look at the scenario in the editor, it showed that this building is part of the victory location. Still, I did not get any points for it - this seems like a bug to me. Therefore, I made a save file at the end of the scenario (when the results are available), if anybody would like to have a look and maybe find an explanation for this rather odd scoring behaviour. The file is available at request. Or maybe I just have a "Must win everything"-fixation. Cheers
  25. Just saw a corrected version of the campaign has been posted to the repository. Thank you very much.
×
×
  • Create New...