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fivefivesix

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Everything posted by fivefivesix

  1. My most recent attempt at the US airborne Market Garden campaign, second mission Grafwegen. Machine gun in the 3rd floor has a good angle down a narrow street, so I managed to get overlapping smoke to obscure LOS and safely move : https://imgur.com/UCUv3hO https://imgur.com/fIwXyMj Yet the MG still managed to hit 2 guys moving across. Is smoke modeled as wimpy as it appears in game? Admittedly ground conditions are given as "medium" wind, so the smoke is dispersing quickly, but I was hoping overlapping smoke columns would do *something* while they were there. If that is the case, how do people suggest to use individual smoke grenades in game? Or just not use them with any wind at all ... ?
  2. Either it's an optical illusion or those railroad tracks appear to be gently curving as they head over the hill? I was under the impression this wasn't possible in the editor, is this a new editor feature or did I miss something?
  3. I know that I would much rather face a mk4 than a stug, especially if my opponent knows how to manoeuvre it effectively.
  4. Thats the nice thing about German, you can just mash together existing words until you have a new one that fits your intended meaning.
  5. I have had reasonable success with the following: suppress building with heavy area fire from any available overwatching teams. If you actually need the structure to be standing (for future observation or base of fire points, etc), use light area fire from available AFVs. Otherwise, let the infantry teams send their HE at it. Do this for at least full 60 second turn (I play WEGO, this could be even further refined and the timing could be even better in real time). Then, for the following turn, change all area fire to "target light". Put a 10-15 second pause on assaulting team, then send them into the ground floor. OR, use a brief target for 15 seconds into the turn, with the assaulters going in with a 15-20 second pause, depending on how far they have to travel to get there. This should prevent your teams from being pinned / suppressed by friendly fire before assaulting. Any OPFOR that put up a fight inside the building are either fanatically motivated or have elite balls of steel, in which case you are probably better off just leveling the building and moving on.
  6. Just to clarify, my experiences are purely from a recreational hobby that attempts to simulate (with varying levels of accuracy / success) military tactics. Someone with true hands on experience of the real deal will have a much deeper insight than I ever could. I agree, the game has some difficulty simulating combat within the type of environments you are describing. I know it has been brought up many times before, and it is something I would love to see improved. MOUT simulation in general is difficult because of the layers upon layers of variability that go in to any particular situation. There are hundreds of pages of manuals that dictate SOPs for real-life operations. I think what you are describing is the best work-around for what is available in game - heavy suppression of the building, then send assault team right up the front door, pause x 15-20 seconds while area-firing into building with assault team (to get grenades in), then quick move into building. It isn't perfect, and you still have to expect to take casualties (as you would IRL even with perfect execution). If you can, the best way into a building is by breaching a wall with no windows or doors - OPFOR can't spot you, and the breach will kill / incapacitate / suppress anybody inside as you move in.
  7. I recently attending a force-on-force military simulation event, and had the opportunity to use simulation grenade pyrotechnics. While I had used them in previous events, this was the first time using them in a MOUT type environment, and it quickly became evident how difficult it was to lob them into buildings. The number of times I watched guys try to pitch them up into a second story window, only to have it bounce down the outer wall - I would not be surprised if it were strictly against military SOPs to try such a stunt with live munitions. Even getting them into a first floor window from any distance is a challenge. They can't quite be thrown like a baseball, they are not perfectly balanced, and accuracy really lacks when you can't get your hand "on top" of the object being thrown. Also, there really is no good way to throw a grenade from within a structure. You need clear overhead space for the arcing trajectory, which means exposing yourself to occupants of said building - probably more of a risk than is worth taking, given the low chance of actually getting the grenade into the building. That being said - when you have a position on the outer wall of a building (within the neighboring action square in game), pitching grenades through ground-floor windows is easy and brutally effective for clearing them out. So, anecdotally, it makes sense to me how it is currently represented in game. It also highlights the importance of organic HE such as rifle grenades and bazookas, which can much more effectively be aimed at specific weak points, such as a window.
  8. Loaded up "A December Morning" - the off-map 81mm mortars don't have any UI icon when pulled up in my arty selection box. To clarify - the mortars can be selected, but the silhouette icon is absent. Is this normal? I remember other titles having icons for each gun / mortar available. Otherwise - this map looks amazing!
  9. From an ongoing PBEM: my sharpshooter spots a prime target from his perch, beyond the American Sherman (that is wreaking havoc). As I take a closer look at his target ... it's an American sniper, aiming right back at him. Of course the turn ends with these two squared off in an ultimate long-range dual. Who will shoot first? Whose aim will be true? We'll have to wait for the next 60 seconds. One of those moments that makes the game incredible.
  10. This comment truly stands the test of time ... carried forward 16 years to provide amusement for a second time. I'll mark my calendar, see you in 2032, when CMFB finally releases!
  11. The primary advantage for having your mortars on map is for direct-lay fire. Probably more useful for the WWII titles, because you're probably correct that they wont last long once spotted by modern AFVs.
  12. Thanks @gnarly ... I used a basic title screen in iMovie. It took some trial and error to get all of the text somewhat in line. As far as the text, I copied from one of the first google image results of "UAV feed". With a little more work it could be even more detailed, with all the various scales and targeting info added in. Its a bit of a pain because the title overlay is basically a text editor, so I don't think it is as easy as placing an image directly over the footage.
  13. I'm starting up a new PBEM and was messing around with some short footage (I'm just now learning how to capture video from my screen). You can tell I learned how to get audio to go with it half way through. Anyway, put together a short clip (not very well) with some UAV action. Looks like something that could give some cool visuals for folks doing video AARs or even comic / screenshot AARs.
  14. To be clear, I've also had a short membership over there and have yet to have anything but a good experience. Friendly and civil discussion for the most part. I'll also reserve judgment until the point I see such rhetoric, if/when it ever occurs. Now clearly the forumites are getting restless! As sburke said, back to CMFB.
  15. Seriously? Its one thing to have the opinion that "Obama is a commie bastard". When people start glorifying Custer for killing native americans or post content that encourages or advocates for racist ideologies, there is a line that has been crossed. Doesn't sound like umlaut forced any opinions, and once being told to "not interfere" he effectively did ignore the forum, by leaving. But that doesn't mean it is wrong to point out that BS when you see it. In my opinion it is soft-skinned to observe those type of hateful messages, and continue to ignore it. Presumably that forum has some value as a wargaming site, so it is unfortunate that more people haven't been more vocal about it. So IMO, kudos to umlaut for not putting up with it.
  16. I wanted to add on to this regarding another odd British tank "bug". Is anyone else having issues with Brit Sherman Firefly tanks that won't unbutton? I have a few in a PBEM I recently started and noticed that they won't unbutton. My Sherman V TCs have happily unbuttoned. This is during the set-up phase, so there is no incoming fire or nearby enemies for my TCs to be worried about. Have my Firefly TCs become autonomous, and heard through the grape vine the horrible fate they are likely to suffer? I tried this out in the editor, with the full range of Brit armor. Everyone unbuttons, with exception of the Sherman VC Firefly and Sherman IC Firefly. The UI button changes appearance when pressed, as if it is activated, but no one pops out of the turret. I am running v.3.11 with all of the modules installed. Also - never heard any opinions about the cover arc weirdness above - am I misusing my cover arcs, or does this seem odd? Thanks for your thoughts on the matter.
  17. I am doing some research at my university on a couple medical detachments that served in ETO. I've read over lots of morning reports and after action reports, looking for information regarding individual casualties that received care at the medical units in my research. I stumbled across some evidence of American units undergoing panzerfaust training in March '45. Specifically the 331st Infantry Regiment, 83rd infantry division, near Neuss, Germany. So FWIW, there is at least one instance of regiment-wide instruction of use of the panzerfaust during the late war period. http://83rdinfdivdocs.org/documents/331st/AAR/AAR_331_MAR1945.pdf for those interested.
  18. The first turn arty strikes are just a thing for QB maps at the moment. So yeah, I find that usually waiting it out is the best option to take, especially with huge masses of infantry in the open. Above comments from MarkEzra, the Battlefront QB map architect in this thread: http://community.battlefront.com/topic/121388-whats-new-for-cmfb-quick-battle-games/ , among other new changes. It looks like starting with CMFB, the QB AI will be improved, so this behavior hopefully won't be as obnoxious. That being said, I would seriously doubt that these changes will be applied to the older titles or QB maps, as I believe that would require individually changing every individual map.
  19. Yes I do have a save game - its not the exact moment from the above screenshots but the same scenario which demonstrates the odd behavior. In this save, some of the armor appear to function normally (Haldane's Churchill IV w/ cover arc), some are misbehaving completely (O'Dell's Churchill VI w/ cover arc), and some work fine for part of the 60 seconds but inappropriately for other parts of the turn (Maclennon's Churchill VII w/ armor arc). Link to dropbox: https://www.dropbox.com/sh/ajfm9nvrmywiuyy/AAA5qo8ahWQpin_pjemgo1I3a?dl=0
  20. Nope - I had forward scouts screening the right flank 300 - 400 meters ahead of the first tank, and probably 100 meters ahead of the second with no enemy contacts of any kind to the right. The right map edge was only ~ 100 meters from them.
  21. Just noticed this while playing the fantastic Scottish Corridor campaign. German Panther tanks have been spotted to the left of the Brit advance, so I set my arcs accordingly. As you can see, the turret is slewed in the opposite direction as I would hope. It is already going to be difficult to find a vulnerable shot on the Panthers, so any delay in slewing the turret could be bad. O'Dell's Churchill VI has been stationary on this road for the last 2 minutes with no change in turret facing, MacKinnon's Churchill VII was on the move with the armor arc.
  22. I wonder if it would be possible to implement a little "lock" icon that you could toggle to ensure teams didn't recombine in this situation. While this work-around gets the job done, I always worry about buggering up C2 and unit cohesion when squads travel to their ultimate destinations.
  23. This is one of the tactically interesting things (to me) regarding the Sicilian / Italian AO. Often the mountainous topography quite limited the ability to draw on direct fire support, especially tracked vehicles. Sometimes they just couldn't maneuver like they could on the Russian steppes. I have played Bear Claws against a human once as the attacking Germans, and I must have been lucky I didn't get annihilated by CAS.
  24. I have also had to re-evaluate my approach to unbuttoned tank TCs. I'll admit I initially had similar feelings as Wodin. But when you consider the circumstances - a tank commander is literally perched, often perfectly silhouetted, up high and away from all the abstracted micro terrain that might protect regular infantry. I am still relatively aggressive with unbuttoned commanders - I am more willing to take a TC loss than I am to possibly miss a spot on enemy armor and the opportunity to kill it.
  25. I just had this come up myself. 2" mortars expended all their HE, and targeting functioned completely normally. I then wanted to use them to drop smoke rounds, which they still had plenty of, and got the same "out of range" message. Interestingly, despite the message, I was still able to place the target and the mortars proceeded to fire smoke rounds.
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