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ravells

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  1. I'm confused. There is no radio shown in the window where it usually appears but the damage indicator says there is a radio and the model of the carrier is showing an aerial. Many thanks in advance!
  2. Ah, I'm out of HE rounds. Do you think that's it? I think it's the weird stuff thing. I'll need to try it out with a mortar that still has some HE left to be sure. Thanks, Brille!
  3. I'm sure there must be a reason for this, but I can't think what it might be. I have some on-board 81mm mortars (American) with WP rounds. When I use the 'target smoke' command for direct fire, the cursor either says 'target is too close' or 'target out of range'. I can't seem to get the mortar to find a target where it will actually fire the WP smoke round. Firing smoke commands for 81mm mortars works fine for indirect fire (i.e. where the mortar crew are given an order to fire via a spotter).
  4. Thank you both. Very helpful information. I found a good video here too (although he doesn't really go into delay except just to mention it as 'useful for coordinating). So to me it looks like this (at least for American troops): Status Options at this point: Delay | Cease Fire | Adjust Mission Spotter Calling for mission: Y | X | X Receiving: The spotter is contacting the arty asset. : X | Y | X Spotting: arty starts firing spotting rounds: X | Y | Y Preparing: Seems to apply to offboard arty only (not to on-board mortars) X | Y | X? Firing: arty fires for effect. X | Y | Y Edit: Thank you Monty! Looking at the video now. Looks like just what I'm after.
  5. I never seem to get this right as a defender and always seem to end up with loads of unspent artillery by the end of the game. A typical example would be the game I'm playing at the moment (The Eerde Sand Dunes what if...). As the Americans, I have batteries of howitzers of 4 guns each and two TRPs. I put the TRPs in a (in retrospect) ineffectual place. Then the Germans start to come, but I can't seem to anticpate where they are going to be in 15 minutes time to lay down new target points for the howitzers. I tried this: 1. Pick a target area/line on the field very early on where the attacker might be in 15 minutes time. 2. Set an artillery fire order so the shells start dropping there before the attacker gets there (using, say 1 gun on intermittent). 3. Once the enemy are about 3 minutes away from the target zone, use the 'adjust fire' to change the order from 1 gun to 4 and from intermittent to, say, medium. The problem is that the 'adjust fire' command only lets you change the target points, not how many guns or how heavy the fire. (Unless I'm using it wrong). Another thing: I've never seen the use of the 'delay' command (I feel I'm missing something). Invariably I need the artillery ASAP rather than in the future. At least as an attacker, the enemy is relatively static and you have the option of waiting for the barrage before you move, but as defender, the targets are almost always moving. Is there a tutorial somewhere about this or some sage words you can help me with? I'm pulling my hair out. Many thanks in advance Ravs.
  6. It wasn't called 'Combat!' was it? I used to watch that as a kid and loved it. Starring Vic Morrow and Rick Jason. Jeez, I've just googled it and seen this: Vic Morrow died in 1982 as a result of a helicopter crash on the set of "Twilight Zone:The Movie," Dick Peabody in 1999 of prostrate cancer and Rick Jason in 2000 of self-inflicted gunshot wound.
  7. Has anyone come across any fun scenarios based on movies? I guess with CMBB it could be a battle from 'Cross of Iron', or with CMAK it might be something like 'Where Eagles Dare' with a handful of elites against hordes of enemy?
  8. Thanks for bumping this thread! I'm working through the rules and this looks like it will be great fun! And a big Thank you to RobO for an incredible amount of hard work putting it together.
  9. Excellent, thanks Wicky, just tried it and it works a treat!
  10. I want to use a tank's HE to area fire a building with inf in it, but I only want to fire one shell and then stop (but the tank's reload rate means it will get off at least 2 shots in the turn)...is there a way to do that? I know I can use the pause button, but I want the tank to fire at the start of the turn.
  11. Weird, why I copy and paste that address into my browser I get wikipedia site about HTML.
  12. But then they both have the same number of MG42s and yet the section is stronger. Maybe the section has 3 (sorry I should have said doesn't the section have more than 2 MG42s rather than 1 in my last post) I never thought about the fire factor being related to ammo amount (the section has lots more than the squad)...wouldn't that relate to how long they can fire for?
  13. Wow, thanks! I've never seen this before! It's really helpful when you're picking units for battles (pity there's no cost column). There's something I don't get though. Assuming the figures are correct (and I have no reason to doubt them), the Panzer Grenadier 43 (9) unit has 2 MG42s with an attack value of 42 points at 500m. Yet a single MG42 section has an attack value of a whopping 52 at 500m. Is this to reflect the fact that there is more than one MG42 in an MG42 section?
  14. Brilliant! Thanks for a very entertaining read. It is not often (I suppose) that people will post about defeats, and it actually makes the read better for me...it's more telling and touching somehow.
  15. Thanks Jason. I made the fatal mistake of withdarawing back to the building, it broke LOS with some of the attacking units but the ones who still had LOS fried a few of the men. Prior to that I tried using all of my squads to target one enemy squad only in the hope of breaking them one by one, my opponent's fire was more dispersed which had the effect of pinning many of my firing units so my fire wasn't so effective. Thanks everyone for the kind advice which I will use in future scenarios.
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