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Pchandler43

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Posts posted by Pchandler43

  1. For some reason I am no longer able to get any user created campaigns to appear on the menu list. I do have SOME already installed, and they appear just fine (e.g. Lions of Carpiquet, Operation Deadstick, In the Fields Where the Poppies Grow, Devils Descent) but for some elusive reason I can't seem to get any more to appear. There's no option to scroll to another page. Thinking that maybe there was a limit the game to recognize, I tried removing some I had installed, and leaving the ones I recently tried to add, but that didn't work.

    I've also tried:
    Reinstalling the game
    Reinstalling the campaigns
    Redownloading the campaigns
    Loading the campaigns in the scenario editor (which won't show ANY installed, not just these mods)

    I'm at a loss as to what else I can try. Can anyone help me?
     

  2. 19 hours ago, womble said:

    Look closer then. Because that happens.

    Engineers can spot mines from adjacent AS. It's just "slow". Slow, in that it takes a couple of minutes of careful, uninterrupted observation (much longer if they have to keep ducking incoming 7.92 rounds) to detect the presence of mines. Note that there are no "Achtung! Minen!" signs in game. All minefields are (unless announced by the scenario maker in some way) discrete, so deciding whether a given 64sqm of muddy ploughed field has been seeded with S-mines could easily take time.

    The "Mark Mines" movement command allows the engineers to, wouldn't you know, MARK mines not only for later clearance (i.e. not covered in the timeframe of the game) but to permit their and their comrades safer passage through detected areas of mines. This, too, is a painstaking endeavour which takes, if the sappers are uninterrupted, a significantly shorter time than I think is realistic. That's 64sqm of mines found and neutralised at little or no risk of mishap in 2-3 minutes by probably 3 Engineers at most in any given engineer team. If you take a best case scenario and have 4 Engineers working, and it takes 4 minutes, that's a metre square per man per minute. Is that really too slow?

    THAT is what I was wondering. If there was a way to actually detect minefields. So by having a sapper/engineer/bobthebuilder unit sitting next to squares that contain mines, they will EVENTUALLY be detected?

  3. I understand that, but you aren't understanding what I'm saying.

    In order to mark a minefield, you first have to know one exists. So how do you do that? How do you detect the minefield short of blowing someone up by walking through one? There's no way to get infantry, much less sappers, to probe for mines in a suspected area. That function should be made available.

  4. Personally I believe that engineer/sapper units should have an ability called "Detect mines" that slows them to a crawl, they cannot return while detecting mines, and when detected, the mines are MARKED (keyword). There absolutely exists precedence for this occurring while under fire before and during World War II, and while time consuming is not the same as the clearing of a minefield.

  5.  

    On 8/29/2016 at 4:03 AM, niall78 said:

    I think the portrayal of minefields is quite good. I find clearing minefields to be outside the scope of CM in any case. Never once have I read of anyone properly hand clearing a minefield while under direct fire - it simply doesn't happen at the pointy edge of a battle.

    I would have to disagree and refer you to the book entitled "The Anvil of War" which was written by several German commanders on the Eastern Front. The book itself is about military improvisations during offensive and defensive operations. There are several sources which point to German engineers moving with combat units in order to perform DETECTION and MARKING them for clearance later on, which is what I would like to see done in game.  I agree that mine clearance would not take place until after or before the engagement, however marking and route clearance absolutely occurred before, during, and after combat operations.

  6. 9 hours ago, H1nd said:

    You can find the mines with either regular infantry or engineers (they might do it bit faster) but it takes a lot of time. Usually several turns for single mine tile and it is chance based effect so there is lots of variance. But yes, in principle you can find the mines without getting anyone killed first. Best thing is to have your infantry/engineers crawl into the suspected minefield with slow movement and have them wait in situ for few turns until they find the mines. 

    However in practice this takes too much time plus you need to have pretty good idea where the mines could be before you can even attempt to find them and then mark them as mentioned above.

    Mines and engineers in general have been discussed before and I myself as an engineer find the whole subsection of the game seriously lacking. Good thing to remember is that even if you manage to find and then mark the minefields, the marked mine field is still dangerous: vehicles can't get through marked minefields and infantry should only move through slowly or risk injury. Hunt might be the second best alternative.

    As a field artilleryman, the whole UXO system is seriously lacking in game, I agree. 

    I would have thought that the HUNT function could be used by sappers/engineers to hunt for minefields. But then I guess I get the idea behind a minefield taking longer to detect and therefore requiring a unit to remain, more or less, stationary until it is detected. I guess knowing that they can be detected, helps. With that in mind, I'm going to playaround with a scenario that I just so happened to know where the minefield is. Once I do, I'll make a new post.

  7. I am considering working on a campaign based on the memoirs within the book entitled, 'The Anvil of War; German Generalship in Defense of the Eastern Front during World War II". Specifically, I would like to create a small campaign based on a reenforced company of the German army. Just prior to the beginning on the 'Snail Offensive' the German High Command had to establish a defensive line utilizing highly mobile, rapid response, reserve units taken from everywhere. I would like to base a campaign on one of these units (mostly under my own design based on the information provided in the book). Would anyone be interested in playing such a campaign? Further more, any tips you guys can provide would be helpful.

  8. Why is the term "oblique fire" used when describing enemy fire received from a flank during the...I think...mission 2 video? I thought this was known as "Enfilade fire". Oblique fire is fire that is placed on a target that is not perpendicular to a target. When receiving such fire it would be termed, flanking fire. When receiving fire from the front AND a flank, this (to my knowledge) is called enfilade fire. I've been in the Army for 6 years so, this is to the best of my knowledge. I'm not saying you're wrong, I'm just curious if you have a different experience that has taught you to use those terms in such a manner.

    Edit:

    Also, when you discussed the size of squads in comparisson to the German mechanized squad, I think it has more to do as you said, with the amount of men the Marder can carry. If they had 14 man squads, practically (they are German after all..) they would have 2 Marders per squad. Just my two cents. I did enjoy the videos though, it gave me some ideas about different tactical approaches.

  9. It is an integrated Intel HD Graphics CoreI3 video card with the most recent driver update. The reinstall didn't have an affect, but it is a video card issue that much is certain. I installed the game on my desktop computer which has a better system setup, and there are no issues. Still I will continue to work on this issue so that maybe some solution could be reached for other players that have a similar video card to my laptop with integrated video card.

    So far I have tried the following:

    1. Re-install and patching manually from the oldest to most recent patch in order.

    Fixed the naming issues but not the video zone color issue.

    2. Updated the drivers to the video card.

    The color issues from the deployment zones do not appear as often and they only appear when viewing from certain angles rather than all the time. A semi-fix

    3. Updated Direct-X

    Did nothing to fix it.

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