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G.Mooyman

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  1. Indeed hard to find any good info on this subject. First of all the soldiers themselves didnt had anything to say about it. Weapon distribution was done by the NCO's. In general every squad had the standard amount of weapons however if an assault took place the distribution was altered. The squad acted as spearhead got the most ammo and those soldiers normally would carry more ammo into combat as normal. The other squads received less ammo. As for grenades. It's common that everybody thinks all soldiers carried hand grenades (which may true as the war progressed) However the German doctrine was to assign one soldier in the squad as 'thrower' Normally the guy who could throw the best. This soldier carried all the nades. This is however not possible in ToW.
  2. I watched it while eating. The Germans won with 7 casualties and all HT's survived. Though at the end the Germans just stood there near the trench, don't know if it was scripted in or not but the game didnt end in a victory.
  3. Ive only seen improvements in that movie. So bring it on!
  4. I have been experimenting with this already. I want to do an Infantry campaign so Ive been thinking about this a lot lately. Let me first explain why. The German Infantry squad was build around the MG and the other rifle men where used as support. The Allied squads did it the other way around; the MG supported the riflemen. Therefor I want to keep the current allied structure but change the German ones. The German squad or Zug consisted of 10 men of which two of them where NCO's. The highest rank officer commanded the the riflemen section and the second in command lead the MG section (preferably that NCO was the gunner himself). Both groups could act independently. Im testing now with 2 groups used as 1 squad. The first is a 7 men squad with 6 riflemen and one Unterfeldwebel as commander. The second group is a 3 men squad. The MG gunner is the commanding Obergefreiter and the other 2 soldiers are riflemen with additional MG ammo. This way you have total control over your MG. It wont move along with the rest in an assault and it can give support at all times. And as FinnN said you can group both into one group in the game.
  5. I cleared a village once (Villers bocage I think) and I was about setting up my force for the next assault. I drove 3 Tigers to a position and suddenly one Tiger stops. Couldnt give any orders it just stood there. Somewhat later the crew bails out panicked and died on the spot. And there wasnt any enemy in sight! I ordered some infantry guys to get in the tank and was able to use it again. Very strange.
  6. Yes I also noticed when you replace the trucks or the guns in the deployment phase the guns arnt limbered anymore when the game starts. If you dont touch em during deployment its all OK. Ive never been able thusfar to limber any gun to any vehicle during a battle, tho I havnt really tried since most of the time there isnt time for it anyway hehe.
  7. You need to destroy all the enemy forces around the train station. I won the battle while there where still 2 enemy tanks doing nothing on the right flank.
  8. Look into your Battlefront\Theatre of War\screenshots\ folder. Screenshots will be saved there as [name].tga. You need a converter to convert those files to JPG or use a more advanced photo editor like Photoshop or PaintShopSomething.
  9. With only 18 build I think any game developer can neglect this beast. And btw the Sturmtiger is still an infantry support weapon and not a tank killer like the Jagdtiger.
  10. 1: Artillary shell blasts, IE 155mm, at 30m from a soldier, and, he is still standing. Wow! What a tough soldier. I agree. On the other hand with the laser guided AI arty all your troops will be dead on the map. 2: Mortar blasts 4m from an antitank crew, and nothing happens to them. Bit odd indeed. 3: What, no 88mm AA gun? The dreaded 88 does not exist? Cannot find it in inventory. The 88 what you want is an AA gun. Main reason why I think its not in the game because that gun is hard to control with the AI or even human player. Not only does it need to be disembark from the trailer but also from its own carriage. The PAK version of the 88 is included in the game however (PAK 43) 4: Take Kovel for instance. What, no minefields? No camaflouge for the anti-tank guns? In Citadelle, just look for the sandbags! Same as the 88. Its too hard to code atm I think. 5: In Citadelle, gave tank order to withdraw. Gets hit with shell. Tank stops for few secs, then starts moving again. Why is that? To give the anti-tank crew a chance to reload? Every order giving to any crew the crew needs to think about it. An ace crew will execute the order pretty fast tho. Still in theory I like it but its indeed a bit odd in the game. 6: Artillary, why can I not manage my own mortar crews? Because mortar crews are not in the game. However thay may be included in future add-ons. Mortat crews have a reserved slot in the editor.
  11. Im up for it. I like historic missions. Also Im trying to do some missions myself so I can look into the code as well. edit/ ahh crap no pm function on this board. mail to erwin [at] teamredline co uk [ May 28, 2007, 01:11 PM: Message edited by: G.Mooyman ]
  12. CC is not mod able apart from the mission editor. Most of the mods are in fact hacks, and therefor not legal. Although most game publishers don't object to such re-engineering because it helps the sale of the product in most cases.
  13. Good work Sabai! Im always searching for good PDF's. Maybe Ill upload some myself.
  14. Yes the PzIII was used in Normandy and Arnhem. The Ausf N was armed with a 7.5 cm KwK 37 L/24 gun and had side skirts. The mission designers did their best to give you minimum firepower every mission, but tigers and panthers will return
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