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Vanir Ausf B

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  1. Like
    Vanir Ausf B got a reaction from Bud Backer in CM WWII: Are tanks "overpowered"?   
    Frankly, the ability of infantry to close assault still-mobile tanks without any anti-tank weaponry is not particularly realistic under any circumstance. It was hardly ever done in reality.
  2. Upvote
    Vanir Ausf B reacted to ikalugin in Russian army under equipped?   
    Swedes looked at several NATO mobility exercises and came up with their time lines and some conclusions. You can see the relevant screenshots below.
    https://pbs.twimg.com/media/ELl5KItX0AEsiFY?format=png
    https://pbs.twimg.com/media/ELl5KJeXYAAi-sN?format=png
    https://pbs.twimg.com/media/ELl5KJcWsAAR-8B?format=png
    https://pbs.twimg.com/media/ELl5KwQXUAAc-Tw?format=png
    https://pbs.twimg.com/media/ELl5KwlWwAAzOZ5?format=png
    The long story cut short - it takes 2-4-6 weeks to reinforce Poland, which would imply that a rapidly developing crisis in Ukraine would not allow significant NATO reinforcements.
  3. Upvote
    Vanir Ausf B reacted to Bozowans in CM WWII: Are tanks "overpowered"?   
    I do agree that tanks are overpowered, but everything else is overpowered too IMO. I don't think this is an issue with tanks alone. Foxholes don't provide that much cover from even small arms fire. There is not enough fog of war in the game. For one thing, they never managed to replicate what they did in the CMx1 engine, where the game would deliberately mislead you about where enemy units are. If an enemy unit was firing at you at long range, a little 3D soldier model named "sound contact" would appear somewhere, but it might appear dozens of meters away from where the actual unit really is. So if you were taking long range MG fire from a cluster of buildings off in the distance, you would not be able to tell which building they are firing from. You can try plastering the location of the sound contact with HE fire from tanks and artillery, but once you get closer, you might find that the enemy unit is in a slightly different location completely untouched.
    In CMx2, if an enemy sniper fires just one single shot, you can pinpoint his exact location easily and order every single one of your units to mass fire on that exact spot in the next turn. Real life wars on the other hand seem awfully boring and confusing most of the time, with firefights consisting of hours of ineffectual and mindless shooting in the general direction of the enemy, with the outcomes decided more by morale than anything else. Both sides will put on a big display of noise and shooting until one side cracks, thinks they are going to lose, and then they run away. In CM, units are not allowed to rout off the map, and every battle is a brutal fight to the death with enormous casualties. Battles in CM are decided more by fire superiority and destroying the enemy as completely as you can. 
    I think the tank issue can be solved if the game just had more mystery to it. Enemy locations and unit types need to be much more vague. You should not be able to tell that an enemy unit 1000m away is an HQ team located in that one precise action spot. You should only have a general idea that there is enemy infantry "over there" somewhere. That way, battles would be decided by throwing suppressing fire over a large area and then assaulting up close, instead of pinpointing the exact action spot the enemy is located in and then just hammering it with HE fire from tanks and artillery until everyone is dead.
  4. Like
    Vanir Ausf B got a reaction from Bulletpoint in Odd German OOB finds   
    Confirmed and reported.
  5. Upvote
    Vanir Ausf B reacted to Thomm in Any chance of getting the "run around the house and get shot" issue fixed?   
    If I was the designer, I would remove this feature immediately, since it obviously causes complications for zero gain.
    Best regards
    Thomm
  6. Upvote
    Vanir Ausf B reacted to Pelican Pal in TO&E Bug? Missing MG in Panzergrenadier squads.   
    @Warts 'n' all

    Ts4EVER mentioned that it would be nice to see more captured equipment in the game. In response to that you decided to fill up the thread with your chaff attacking him for some thing or another that happened on youtube. If you think that is defending BF (or that they particularly need a white knight on their own forum) please stop it.

    If you don't like his content go to youtube and dislike it, unsubscribe, post in the comments section. But so far in this thread you are the one making an unpleasant ruckus and not Ts4EVER.  There are 31 posts in this thread - nearly a full 25% of them consist of you complaining. Yet Ts4EVER is the problem.

    ---

    I would like to see far more captured weapons, and hopefully as modules finally release for RT and FB we'll see some. One thing I've noticed reading veteran's narratives are that captured equipment were found almost everywhere - although I'm sure that has a bit to do with them sticking out in the minds of the soldier at the time. Its worth pointing out that someone is using a PPSH, and not so much all the guy with MP-40s.

     

    Most of what I've read points to the Germans having a general issue getting supplies to men at the front, and not necessarily an actual lack of the item. E.G. many German units were understrength not so much because there weren't men to fill the spots - but that the men weren't where replacements were needed.

    @Ts4EVER

    Do you have a link to those reports, I would appreciate it if you did.
  7. Upvote
    Vanir Ausf B reacted to Rheinstoff in United States vs Russia capability questions   
    Russian Navy is most certainly the weakest link in Russian military as a whole, especially if it is used for (attempted) projection of power. However, using it to argue for slower artillery response time is quite an interesting way to see it.
  8. Upvote
    Vanir Ausf B reacted to WillemO in Huge New Map - les Hauts Vents v2 - High Detail   
    Here I am posting my 'High Detail' version of the western half of my 16 square kilometer master map for the region around les Hauts Vents and Pont-Hebert. It differs from the "Low Detail" version not in screen resolution but rather by the inclusion of a few hundred flavour objects and a great deal of variation in the base ground tiles. All this of course will only be noticed when the camera is at ground level. As with my former posting, you must use Falaise's 22.5 degree paved road and the stock roads for this to look correct. If you want additional historical flavour, i.e. the buildings looking correct for that location in 1944, then you also need to download my building skins which I have uploaded to Green as Jade's mods repository. The map is pristine, meaning that no buildings are shown with damage and no craters anywhere.
    With this map size and detail it can be a slow load on some computers and some may not be able to load it.
    Permission is hereby granted to modify or crop the map in any manner you choose and to incorporate it into any scenarios you wish to create, only if doing so, it must remain freely distributable and may not be included in any commercial product without my permission. If you create a scenario with it, it would be very nice if you would email me a copy.
    Cheers and enjoy,
    Kandu
     
    0-les Hauts Vents HD MM.btt
  9. Upvote
    Vanir Ausf B reacted to ikalugin in Russian army under equipped?   
    And interesting video on Russian Armed forces.
    May be of use for those considering the more up to date campaign scenarios.
     
  10. Upvote
    Vanir Ausf B reacted to WillemO in Huge New Map posted   
    4 km x 2 km map uploaded here under the title Panzer Lehr at Pont Hebert and also at Green as Jade's site. I have posted the necessary new building skins at the repository as well. Look there. Sorry for this repost but the other title did not attract much attention and I wanted people to be aware of a fantastic new map. The map can be cropped into smaller sections to create your own scenarios.
     
  11. Like
    Vanir Ausf B got a reaction from Kaunitz in hummm patche 4, I need your opinion   
    Units tend to flee towards the friendly map edge regardless of enemy positions. Load the scenario in the editor and check the friendly map edge direction.
  12. Like
    Vanir Ausf B got a reaction from Kaunitz in CMSF 2 - Co-op AAR (Bil v IanL) Using Realism Rules   
    The no targeting rule would be problematic in a non-infantry only battle since the various Target commands double as weapon selection commands. The TacAI tends to shoot HE at everything.
    Well, why don't you tell us how you really think? 😄 I take it you have not played many QBs with completely unrestricted purchasing, particularly of the large or huge variety. If you did you would soon join the ranks of the broken-minded. The common refrain that the best OOB is a balanced OOB is not true in CM world, at least not in QBs where efficiency is paramount. Generally speaking, the way to achieve the most cost effective force is to purchase the smallest amount of infantry you can get away with then spend everything else on the best tanks available while completely ignoring artillery. There are a number of game mechanics that encourage this that I won't get into.
    In the CM1 games there is a QB setting called Balanced that places limits on each unit type. It was the most popular QB type, at least in the ladders/clubs I was in. Placing limits on armor in particular is a fairly simple way to approximate the Balanced setting in CM2 QBs. It also has the virtue of being verifiable so it can be used with opponents you aren't sure can be trusted.
  13. Like
    Vanir Ausf B got a reaction from Kaunitz in Improvement suggestions   
    LOS calculation is a two-step process. The first is a simple LOS check from center of the action spot to the center of the other action spot. If this LOS check fails no unit in either action spot may spot each other and no further action is taken. If the center to center check passes then each individual soldier's LOS in that action spot can be checked against any point in the other action spot. In the former instance individual positioning within the action spot makes no difference, in the latter case it does.
  14. Upvote
    Vanir Ausf B reacted to General Liederkranz in Stealth Bug Fixes in 4.01 Patch   
    I've noticed in the last couple of weeks that the 4.01 patch fixed several bugs I'd seen reported on the forums, even though they weren't listed in the patch notes. In many cases I wasn't aware that BFC had even officially acknowledged them. It's been fun to find these things, so I thought I'd start a thread to compile them. I'm grateful to the BFC staff and testers who have harvested these and fixed them, and I'm curious what others have found! 
    Here's what  I've seen so far:
    1) In CMFB, Volksgrenadier Sturm squads no longer have extra Assistant leaders. Reported and acknowledged after the 4.0 upgrade in 2016, now fixed:
    2) In CMFI, Italian HMG teams no longer carry superfluous US 60mm mortar ammunition. Noted back in 2013, in 2017, and again in March 2019 but now fixed:
    3) In the CMFI Troina campaign, US infantry company MG teams used to have M1919A4s instead of M1919A6s--but no longer. I noted that here in 2017: 
    4) In CMBN, you can now buy Vickers teams in QBs without getting XO teams instead. @Oliver_88 confirmed this. 
    5) Perhaps related to (4), in CMBN and CMFI, CW Vickers platoon 2IC teams no longer have erroneous MG icons, as used to be true (noted here):
    6) In CMBN, the problem with acquiring mortar ammo from CW Carrier Platoon vehicles is fixed, confirmed by @domfluff here:
    7) In CMBN, US MMG teams no longer fire off a rifle grenade as a "parting shot" after an area fire Target Light order is cancelled. I noticed this under 4.0 back in 2017 and I saw it again just now with my version of CMBN 3.0. But it seems to be gone in 4.01!
    8 Another pet peeve of mine, in CMFI 4.0 US units with area fire orders would fire off their AT rifle grenade before their HE grenades, instead of saving it to use against armor. (At least, that's what I observed and noted). Not true in CMFI after the patch! (I also noticed that under 4.0, unlike 3.0, early US rifle squads carried two rifle grenade launchers. This hasn't been changed in 4.01, so I assume it was a deliberate TO&E update.)
    Patch notes themselves here:
     
     
  15. Upvote
    Vanir Ausf B reacted to Pete Wenman in Master Map?   
    The best I can offer is the full Maltot map from which the "In the Shadow of the Hill" scenarios were created
    Maltotfinal.btt
    P
  16. Like
    Vanir Ausf B got a reaction from Bil Hardenberger in CMSF 2 - Co-op AAR (Bil v IanL) Using Realism Rules   
    The no targeting rule would be problematic in a non-infantry only battle since the various Target commands double as weapon selection commands. The TacAI tends to shoot HE at everything.
    Well, why don't you tell us how you really think? 😄 I take it you have not played many QBs with completely unrestricted purchasing, particularly of the large or huge variety. If you did you would soon join the ranks of the broken-minded. The common refrain that the best OOB is a balanced OOB is not true in CM world, at least not in QBs where efficiency is paramount. Generally speaking, the way to achieve the most cost effective force is to purchase the smallest amount of infantry you can get away with then spend everything else on the best tanks available while completely ignoring artillery. There are a number of game mechanics that encourage this that I won't get into.
    In the CM1 games there is a QB setting called Balanced that places limits on each unit type. It was the most popular QB type, at least in the ladders/clubs I was in. Placing limits on armor in particular is a fairly simple way to approximate the Balanced setting in CM2 QBs. It also has the virtue of being verifiable so it can be used with opponents you aren't sure can be trusted.
  17. Upvote
    Vanir Ausf B got a reaction from BletchleyGeek in hummm patche 4, I need your opinion   
    It's the literal title of the bug report I submitted to BFC. Charles apparently cut and pasted it when making the patch notes to save time. The number is just a comparison of how many dudes each weapon could kill in 60 seconds in the particular test scenario I ran.
  18. Upvote
    Vanir Ausf B got a reaction from General Liederkranz in hummm patche 4, I need your opinion   
    It's the literal title of the bug report I submitted to BFC. Charles apparently cut and pasted it when making the patch notes to save time. The number is just a comparison of how many dudes each weapon could kill in 60 seconds in the particular test scenario I ran.
  19. Like
    Vanir Ausf B got a reaction from domfluff in hummm patche 4, I need your opinion   
    It's the literal title of the bug report I submitted to BFC. Charles apparently cut and pasted it when making the patch notes to save time. The number is just a comparison of how many dudes each weapon could kill in 60 seconds in the particular test scenario I ran.
  20. Like
    Vanir Ausf B got a reaction from RockinHarry in Vehicle behind Wreck?   
    1) Friendly vehicles never block LOS/LOF for other friendly vehicles.
    2) Operable enemy vehicles block LOF, but not LOS, from friendly vehicles.
    3) Non-smoking KO'd vehicles do not block LOS/LOF for friendly or enemy vehicles.
    4) Non-smoking KO'd vehicles block LOF, but not LOS, from any unit as long as the targeted unit is not a vehicle (ie: tank shooting at infantry or infantry shooting at infantry)
    5) Smoking vehicles block LOS and LOF.
    6) "Vehicles" means tanks, SP guns, and AT/Anti-personnel guns.
  21. Like
    Vanir Ausf B got a reaction from Bulletpoint in Vehicle behind Wreck?   
    1) Friendly vehicles never block LOS/LOF for other friendly vehicles.
    2) Operable enemy vehicles block LOF, but not LOS, from friendly vehicles.
    3) Non-smoking KO'd vehicles do not block LOS/LOF for friendly or enemy vehicles.
    4) Non-smoking KO'd vehicles block LOF, but not LOS, from any unit as long as the targeted unit is not a vehicle (ie: tank shooting at infantry or infantry shooting at infantry)
    5) Smoking vehicles block LOS and LOF.
    6) "Vehicles" means tanks, SP guns, and AT/Anti-personnel guns.
  22. Like
    Vanir Ausf B got a reaction from Sgt.Squarehead in Vehicle behind Wreck?   
    1) Friendly vehicles never block LOS/LOF for other friendly vehicles.
    2) Operable enemy vehicles block LOF, but not LOS, from friendly vehicles.
    3) Non-smoking KO'd vehicles do not block LOS/LOF for friendly or enemy vehicles.
    4) Non-smoking KO'd vehicles block LOF, but not LOS, from any unit as long as the targeted unit is not a vehicle (ie: tank shooting at infantry or infantry shooting at infantry)
    5) Smoking vehicles block LOS and LOF.
    6) "Vehicles" means tanks, SP guns, and AT/Anti-personnel guns.
  23. Upvote
    Vanir Ausf B got a reaction from Warts 'n' all in Vehicle behind Wreck?   
    1) Friendly vehicles never block LOS/LOF for other friendly vehicles.
    2) Operable enemy vehicles block LOF, but not LOS, from friendly vehicles.
    3) Non-smoking KO'd vehicles do not block LOS/LOF for friendly or enemy vehicles.
    4) Non-smoking KO'd vehicles block LOF, but not LOS, from any unit as long as the targeted unit is not a vehicle (ie: tank shooting at infantry or infantry shooting at infantry)
    5) Smoking vehicles block LOS and LOF.
    6) "Vehicles" means tanks, SP guns, and AT/Anti-personnel guns.
  24. Upvote
    Vanir Ausf B got a reaction from MOS:96B2P in Vehicle behind Wreck?   
    1) Friendly vehicles never block LOS/LOF for other friendly vehicles.
    2) Operable enemy vehicles block LOF, but not LOS, from friendly vehicles.
    3) Non-smoking KO'd vehicles do not block LOS/LOF for friendly or enemy vehicles.
    4) Non-smoking KO'd vehicles block LOF, but not LOS, from any unit as long as the targeted unit is not a vehicle (ie: tank shooting at infantry or infantry shooting at infantry)
    5) Smoking vehicles block LOS and LOF.
    6) "Vehicles" means tanks, SP guns, and AT/Anti-personnel guns.
  25. Upvote
    Vanir Ausf B reacted to Ivanov in Report of a StuG Brigade - Eastern Front 1944   
    17 shoots to kill a Stalin tank. This is consistent with my experience from this game.
     
     
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