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Posts posted by Freyberg
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Nippy little things with better gunner protection than a HT - I love them. Brilliant against infantry - zippy enough to avoid tanks, and they often come with a PIAT.
They make brilliant battle taxis too, despite their size. 6 passengers is plenty for a lot of missions.
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22 March 11:00 GMT
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I'd enjoy WWI, but I hope early war comes first.
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Except once
I have to mention back when playing CMX1,
I had this fellow pull off a perfect Blitzkrieg move on me.
My right flank was defended by engineering and infantry units placed in the backside of some light woods with armor reserves in my middle area that could give them support fire if needed.
I felt good about holding off any armor or infantry attack there.
Then all at once this fellow sends two armor platoons followed closely by two infantry platoons in HT’s at full speed across a stretch of open ground into them woods, tanks firing smoke as they approached.
It turned into hell on earth in moments, the tanks were suppressing much of my infantry with point blank fire and then I watch as German HT’s rolled up and troops debarked to finish off the job their task force had started. It was over so quickly my supporting armor could not get in place and aid much before it was done.
It was really a memorable moment and was a joy to watch except for the fact I was on the receiving end, not the person that had achieved it.
Classic! Hard to pull off but amazing when it works
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I recently bought a Market Garden bundle that measured 2.3 GB.
The download took somewhat less than an hour.
No complaints here.
Similar. Never noticed BFC to be slow.
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CM doesn't really model 'a little left, a little right, there', so slow turning speed works out as one of those 'unrealistic to be realistic' things.
That's actually a very good point...
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It would be hilarious if tank performance were more varied and - perhaps depending on crew experience - crews might occasionally spin around quickly to face and enemy and sometimes lose a track, when track losing animations have been added of course !
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That is strange behaviour. I've had a tank do that for several seconds when it didn't have a good spot, but never like that...
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Those hill battles in CMFI can be fun
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I'd at least like to see CMFI extend to 1944-45 and the Gothic Line and beyond.
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BFC are (rightfully, IMO) loath to implement many things that were vanishingly rare in the general run of combat, since they would become commonplace in the hands of players, for any number of reasons.
I understand your point of view. I also value realism and appreciate the game being designed to encourage realistic play. But once CM-Kursk comes along, it'd be fun to play the battle of Prokhorovka with an option of ramming there, since it was used in that battle.
I wouldn't rate it as a high priority, but it would be a fun feature if well implemented.
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Ramming would probably have been rare, but it certainly happened. And it happened in precisely the kind of very intense engagements that CM simulates. I hope it's included some day. I think it would be realistic and fun. It should be a risky tactic requiring high crew morale though. The Soviet ramming that happened at Kursk was often suicidal.
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I ALWAYS try to locate the shooters position with sound if i cant spot him. Even if it means i ll have to watch the turn 5-6 times...
I never bother with stuff like this. I watch the turn a few times to watch things blow up and stuff, but life is already too short. A quick game is a good game
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Ramming and crushing would be fun - I'd like to see a model for a crushed kubelwagen.
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I haven't tried out ditches, but I find it hard to get troops to use foxholes and trenches.
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I depends, but generally I disagree. Assuming they were real, the pixelcrewmen would be as hyped-up on adrenaline as it's possible to get. I've read stories about Sherman tank crews firing as quickly as the humanly could - on the grounds that getting the first shot might be the difference between life and death.
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A destroyed vehicle gives no spotting intel and in spotting terms when it's selected nothing is selected, and you can see your overall intel, which you see when nothing is selected.
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You could make the attacker's setup zone nice and deep to allow the attacker to remain spread out.
I think an attacker might expect harassing fire as he approached - defenders wouldn't be without intelligence. If the attacker's setup zone is big enough, defender artillery fire would be less lethal and more realistic.
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CMFI+GL is excellent. MG is great too, but I personally recommend Gustav Line.
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Actually it's a massive hassle when you lose a CO - in a current battle where CO got taken out by a sniper, the 2inC is having a hell of a time getting control over the mortars, and he's sitting only a few metres away from them, but better than nothing.
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Keep them away from the CO, because if he gets killed by a stray shell or bullet they will come in vitally handy - which has happened to me two or three times.
If you lose your overall commander your whole communication net will be jeopardised, so 2inC is quite a valuable team.
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I assumed the AI chose the most appropriate location for units depending on the type of orders in the AI plan for that zone - like 700m ambush would be selected for AT guns, that sort of thing...
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Problem:
...2. My panther, on one side of a bocage line, sound spotted an approaching Sherman on the other side of the bocage line, travelling down the road. My panther was near a gap in the bocage. The crew was opened up, armour arc sighted through the gap, and non-moving. Good bye Sherman, right? Well the high silhouetted, noisy Sherman that was moving across the gap, stopped (invisible to my waiting crew) engaged, and destroyed my panther. WTF?IIRC, BFC recently 'fudged' the behaviour of tanks, making them slower to respond to threats at close quarters, to make up for armour being overly deadly against infantry in close assault. This change doesn't just affect responding to infantry (who are now quite lethal in close assault if they can get up close enough), but also to other tanks at very close range.
Could this be what is happening?
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Some of the time - reasonably often but not most of the time - I've had the AI set up forces in a completely bizarre way (including having many or most of the opposing forces in some weird place at the back of the map, which seems to happen more often when the map is too small for the number of troops), but more often I've found the AI plans lead to an average to decent battle. The more recent maps (eg. CMMG) have some quite interesting AI plans and sometimes it can be loads of fun.
When they aren't that challenging, at least QBs are quick.
QB maps with the new AI triggers should made quite a difference and should make for a pretty good scrap.
So.... Bren Carriers, what's the point?
in Combat Mission Battle for Normandy
Posted
I've lost far fewer carrier gunners than HT gunners. They can fire unbuttoned. I find them a much more capable aggressive light AFV than HTs, which are only good at a distance.