Jump to content

nik mond

Members
  • Posts

    1,801
  • Joined

  • Days Won

    1

Everything posted by nik mond

  1. I just did this, dropped some benches and crates and placed a church on top. Pews and alter. Same for factories and warehouses you can drop sacks and barrels etc. I never used or saved what I did but here's a screen shot.
  2. Without trying to patronize that example I could see a green soldier firing a panzerfaust in a building and back blasting a comrade. Firing hand held AT in a building was implemented some time ago with penalties to condition. I've had schreks cause light casualties to squadmates when fired in a building too on occasion.
  3. Ive fooled around with placing objects in buildings. Place the object first then the building. Most are not interior objects, maybe benches and crates work. Ground floor only.
  4. Nuclear aircraft carriers maybe, because conventional carriers require fuel oil which kind of reinforces TIK's hypothesis.
  5. E=mC2 is a derivative of E2=[(m2)(c4)]+[(p2)(c2)] I think you would have to have volumes of equations and transforms based on time, angles of movement and velocities of every quantum particle involved to achieve the answer... well there is no one equation. best answer goes to Sgt Squarehead.
  6. My example was for an end location, where a unit moved to an over-watch position, got beat back. The trigger condition was already met. I sometimes include a redundant last order later just in case. As I said, I didn't look at the scenario, and wasn't being specific to it, so if that example is at order 2 of 10 then fine.
  7. Its possible tac AI may have kicked in and backed these guys up to that location as a response to fire. I didn't look at the scenario in the editor. But that happens. The only work around is to have a redundant or repeated movement order in line, but set to occur much later in time to "rally" the group to the intended position. If they are already there then having an extra order to the same place later on won't matter much.
  8. I would like to assign an AI group to each individual vehicle if I could mainly for collision avoidance and coordinating movements through forest tiles, and leap frogging way points, when linear destinations are required. There are some good work arounds. Such as dropping the same number of destination tiles as there are vehicles in the group, works in most terrain except forest. I should mention I use dash often ( except at choke points or where combat is imminent) so all vehicles move at once to respond quickly if required, but there is a higher affinity for vehicles to go into the collision routine if the destination tiles are not set to the optimum location. It takes testing to determine which waypoints work the best.
  9. Hmmm, could be the ill fated Hamelburg raid. If so, it was something like 16 Sherman's, plus a some light tanks and half tracks. The Hetzers got the the jump on the task force as the task force was trying to refuel, the majority of the US vehicles were abandoned, some destroyed, most of the task force was killed or captured. The few stragglers that evaded capture reported a company of jagpanthers were encountered, after the war when the incident was investigated, they interviewed the German commander, turns out it was an understrength company of Hetzers involved in the engagement. This may or may not be the action you were referring to.
  10. Think of them as big honking rifle grenades for the paks
  11. Other than modifying the textures for the greatcoat as, for example the fine mods above, there is no way to have mixed models of soldiers wearing greatcoats and m41 jackets or m43 tunics all within the same squad, or randomly. You can in the scenario editor specify which uniform type you want your soldiers to wear if available*. I believe this than be done right down to the squad level for platoons, and team level for specialist teams. *by "if available" , I mean dependent on TO&E i.e seasons, branch, epoch etc.
  12. Infantry on the move that are spotted then relocate or go to ground will show a "contact" icon at their last known location. The icon will linger for a turn or so and disappear.
  13. There has been massive improvements in capacitor technology in recent years eliminating the requirement for battery cells and DC transformers for electronic devices.
  14. Depends on the vehicle, and seating assignment. For example a fully loaded BTR4E in the open state will have someone popped out of the rear security hatch. Its also interesting to see the troops inside using the pistol ports if an enemy happens to be in close proximity.
  15. I just had to go back and play this one through again and put myself into position to experience this once again. Knowing that the enemy team "materializes 3km from the main objective at 40 minutes into game play, no hold objectives nearby. I still found it hard to keep units out of the fight that far back. But Still there could be a dozen reasons why a player could have a unit there, for sure. Absolutely I get that. The experience is "hey one of my remnant units in the rear just got killed (or it could be my mortar team). I wonder what killed him! What the !@# there is a sniper in that barn. How did he get here. It probably spawned in not fair.... OK stick to conventions. No, nothing so sinister as belligerent irregulars masquerading as farmers... Just a Russian defense and security company being well established in the area. Doing what they do. Manning pickets, hidden observation posts, and returning patrols as well. The requirement is for the player to clear a path to the objective. The briefing and notes paint a pretty good picture of a task force and clearly marked objectives, Yeah that's hostile territory for sure. But its not going to give it away. Look I don't take these things to a personal level or anything, Besides these discussions get cooked for a reason.
  16. Whoa, A little perspective here. Its a 6 sq km map. Only 3 specialist teams: a sniper, breach, and scout team spawn in buildings. This is because its what snipers appear to do sometimes, or teams that throw explosives. (concealed in attics or hidey holes). I don't think it should be over done and that's the risk. Spoiler: The remnants you fought since the beginning are triggered to reform and counter attack at the same. They may have gone to ground. A couple enemy soft vehicles do reinforce from the map edge. Your mechanized task-force is conducting Raid, the map is hostile and the main objective is on the other end of the map.
  17. no spoilers below, yet: I can provide a few details that may help with this huge scenario. Sounds like you did pretty good, just timed out, and didn't quite take Hofen but got a minor defeat. 3 Hours may seem like alot of time. And it can be, as long as you don't take it too slow in the beginning when marching forward. Decide on a route to take, and send a quick scout team, section, or car etc and recon the path to determine if is it clear of patrols, or minimal resistance, or heavy resistance? While carrying on forward at a quick march with the main body. Might be a minor spoiler ahead (although most of this is stated or hinted in the game notes and briefing) The player commands an entire VG Regiment once they all arrive in a relatively short order. So, should this force be committed towards a broad front, or a narrow front? I will answer (IMHO) this with another question: Is it better to attack an objective with a battalion or a whole regiment? You have some light artillery. Probably best to concentrate that with a heavy barrage to suppress the enemy while your troops are heavily engaged to keep them moving across no man's land. Caveats Stg44, love em hate em. Keep an eye out on how your squads are expending ammunition. There is a supply section with some 7.92k showing up, but there is not enough Kurz ammo for everyone. At least the VG does deploy with a full loadout. I say keep the pressure on. Move forward. And have those behind the pinned forces assaulting forward in short jumps. Maximize use of the HMG sections at long range to cover the advance, micro those tripod mounted mg42s onto anything that is spotted. Those Howitzers! Its no secret. The green US battalion out there is going to have artillery. Recognize the spotting rounds. Have your forces spread out, bounding and using cover. The artillery is not infinite, but be prepared for it and try to lessen your casualties or you could lose an entire company before a rifle is fired. Eventually the enemy runs out of ammunition too, and they break under pressure. One Sound Strategy (this might be a spoiler below but, there are other strategies) Winning is objective point based mostly. So heading for a cluster of objectives, whether in the South or the North with a concentrated force seems like a good idea. Then once this is achieved swing 90 degrees and take remainder objectives. That path you take will be "L" shaped. Watch the clock so figure a time schedule of what should be achieved by when, in typical Colonel fashion. Keep your reinforcing battalion on the heals of your starting force, and eventually over stepping them.
  18. After the recon and once you have a strategy figured out. With a large force avoid falling into the trap of just sending a piece of it forward to do the fighting while leaving the remainder in the rear. Only to be committed when the initial detachment is wiped out. The cycle will repeat and you will lose. Every unit whether divided into companies platoons or sections should be going somewhere doing something while providing some degree of mutually supporting overwatch to the adjacent sections you control. If playing in real-time this will involve a lot of pausing and surveying what's going on from one side of the map to the other and adjusting your unit orders to the changing situation.
  19. Thank-you Bootie, I have PM'd you. Edit: it's up on CMMODS. Much easier to download there.
  20. Yep I know, I sent a request to cmmods to be registered as an author, but never received a reply. For some reason they don't have a typical registration format. You just send an email.
  21. I recall trying to get guys up a steeple that had a lone bar gunner. Crazy. Nothing worked, hunting, quick move, assault. It wasn't until I peppered the occupied floor from the outside while sending my door kickers in that it worked.
  22. https://sabercathost.com/8WaU/Kriegsmarine_Uniforms.rar Thanks for your interest. I have recently hosted this again. I lost this on my old PC, and had to find it again. This is a new improved version (i think). Revamped the textures a bit. Link above to download. Now time to blast away at them in facade troop.
  23. OK, confirmed it based on the info you gave. Thanks! I'll send that info up the chain. I can't reproduce it in a fresh made scenario, so it seems exclusive.
×
×
  • Create New...