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Vencini

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  1. - Glider HQ with radio and blue LOS to the howitzer and can't call for artillery - There is another HQ with radio near the howitzer. - HQ Glider can call for artillery now, and I would like know why, because there is a radio near the howitzer in both situations. Thanks and regards.
  2. Hello and thanks for your answer. The unbuttoned vehicle's radio allows the rest of the scene's HQ to access the artillery. If instead of a vehicle, I put a HQ with radio next to the artillery, the artillery is not available. This can be easily checked in the scenario deployment phase. Why does this happen? Thanks and regards.
  3. Hello. I'm playing Drop Zone P and I don't understand why the option to use the howitzer from the HQ artillery button is activated if the contact is with the radio of an unbuttoned vehicle, but if it is the radio of a HQ you can't call for artillery. Thanks and regards.
  4. I'm playing the "Drop zone P" battle and there is an AT team equipped with an M18 bazooka that does not appear in the Final Blitzkrieg or Downfall manual. The range of the M18 is 3976 meters and it has no recoil. I think it is a mistake and the range should be smaller. Regards.
  5. Lesson 2 SPW second scout mission battlepack Beautiful map, excellent attention to detail. I played about 20 turns. - They give you points for reaching objectives, and identifying units. - I looked for good positions in hull down, with visibility between 800 and 1100 meters deep on the map. We did not locate any unit in those 20 minutes. - I used an SPW to transport half a platoon as vehicle protection, and the engineering team to reach objectives. Another SPW giving covering fire so that he could break through the enemy line. - I arrive at an objective, they discover me near the other, there are 40 minutes left, and there is no need to return to any exiting area. - I press ceasefire and get a draw... I have the feeling that the quality of the map, and the objectives of the mission, are unbalanced... Thanks and regards !
  6. Hello George MC. Thank you for all the effort you have invested in these scenarios. They have a high level of detail, and I think you have achieved a "Gerorge MC hallmark", which sets you apart from other creators. Congratulations ! Regarding this scenario…I have one SPW and one platoon, and I have the option of going through various wooded areas where there could be ambushes, obstacles, or vehicle jams. Mmm…Nope. Or, I can disembark, scout the area, find good positions from which to observe the target, and protect the perimeter for nine minutes. When my HQ and the rest of the comrades arrive, I will report the situation (pass C2) and we will make a decision. I prefer this one. So, I embark three tank hunter teams (Panzerfaust), with the HQ in his SPW, and follow the yellow line (I'd get to hit two targets while doing this), and I can “safely” do this move because I have about six automatic weapons, and about nine rifles supporting the movement. In addition, there are the MGs of the 3 SPW. Common sense tells you that high ground, hull down, and a good base of fire is a winning combination for manoeuvring, but I find to my annoyance that enemy anti-tank rifles destroy my 3 SPWs in a minute (and even they hurt soldiers), appearing and disappearing on target (they appear when they fire), and that I can't do area fire on their positions. They can fire at me, but I can’t fire on them. I know that you have to give the IA some advantage by using the terrain, but in this case, I understand that the message is "using the potentially most dangerous route is the right thing to do" and "the rest of the options are wrong". Please don't give the IA so much terrain advantage. I am playing more games, and I would like to comment here my doubts and opinions. Thanks for your work and regards.
  7. Hello, I would like to make some suggestions regardins the first scenario, Lesson 1 SPW scout. Sorry, but I don't know how to spoil it. SPOILER ALERT ! I would like to suggest the possibility of area fire in this scenario, from this higher position towards lower enemy positions, since, currently, the Soviet side sees you and can fire at you (even in hulldown), but the German side does not see them, or you can't make area fire on their positions. I think it would be nice to add this option, since the briefing instructions ask you to cross areas with ambushes, obstacles, and mines. Thanks and regards.
  8. What are those grilles on the tank? (I mean, in real life) They are just visual or they have any impact on game ? Thanks for answers and regards.
  9. I'm confused and I'm not sure if Fire and Rubble can be purchased, downloaded, and installed, for those who didn't made the preorder. Thanks for the clarification and regards.
  10. Thank you sir. Please, don't forget to post more beta shots! Regards
  11. If you’re using Win 10, this is for free and you can make videos too https://www.howtogeek.com/219947/how-to-record-pc-gameplay-with-windows-10’s-game-dvr-and-game-bar/ One user of this forum recommended it. I’m not at home, so I can’t search for his name Regards
  12. I think this is to simulates that recovered equipement maybe damaged. Sometimes you can recover it, sometimes not. It's aleatory. Link to IanL's post Regards
  13. The manual says (three last lines on page 50) : " The target arc increases the chances that units will recognize and engage an enemy threat within the target area quickly." There is a real "behind the scenes" bonus or is just focus the turret in one direction ? Regards and sorry about the off topic
  14. +1 to that if you hit an ammo depot, apply same rule about exploding vehicles and "cook-offs" regards
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