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  1. This is a great summary. As well as stationary pose, in action the Leader of a unit is often in the front, in-game. The first man in the entry stack is the leader. If there's an enemy inside waiting, the leader dies. Etc.
    2 points
  2. This isn't an exaggeration in the slightest. Don't forget that this module is also adding some pretty significant corrections to the base TO&E in CMRT as well. The amount of content in this module must make it one of the largest modules released. The hype is indeed real.
    2 points
  3. RobZ

    QB points

    Why is there not a unlimited or custom points amount in quick battles? For a game like this such an option seems like basic requirement, but it doesn't exist. Me and a friend is making/playing a h2h campaign with CMFB and we use QB to play out the battles. But at times the battle sizes can exceed the QB points. The largest battle we had on our last campaign was with allies having a full tank battalion, full airborne battalion, 11 aircraft and lots of artillery. Axis side (me) had a full heavy panzer battalion, pzgren battalion, volksgren battalion, 3 seperate infantry companies, 1 stug company, 1 marder company and lots of artillery. This resulted in my points exceeding 22000 which is what you get with 150% addition for attacker side. This ment we had to set all this up in scenario editor which is a much longer process and some TO&Es are even different there making it harder to have consistent units. Size of battle seems to be non-issue as we played 3 hours in real time and finished the game with allied surrender.
    1 point
  4. Erwin

    THE PANDEMIC CHAT ROOM

    They are only 30 minute episodes, Alhamdulillah! They probably all blow themselves up in suicide bombings (or get KIA by drone strikes) by the end making a 2nd season challenging. Re Covid, am impressed that Trump has the stamina to keep up briefings 7 days a week. Have noticed that his mostly younger advisors have to rotate their attendance to give themselves a day off every now and then. After this is all over it will be interesting to compare overall death stats for the January-? period as far fewer fatal road accidents are happening, and presumably there are many other infectious diseases that could be fatal that are not being caught due to no travel.
    1 point
  5. danfrodo

    THE PANDEMIC CHAT ROOM

    Florida is basically a giant senior living community. And was late to start taking measures against covid spread. Maybe that state will be lucky, but if this virus is spreading there it will be a disaster. It just takes a few infected workers with little or no symptoms to infect hundreds at a time. And Boston Globe newspaper just had 16 pages of death notices for one day. All should note that we are undercounting covid deaths since some number are dying w/o being tested. So how does something like this become identity politics? It's basic epidemiology. It's basic science. Yet here we are. I thought climate denial was insane but turns out it's only the tip of an iceberg of brainwashed lunacy.
    1 point
  6. I have over the years run many of these games and the insight you get is really important to understanding how battles happen. It is usually more down to the orders and when units receive them than the actual combat. It is difficult to explain and I will try and note some examples from my current Sealion game which finally started last night once I got orders from the last allied player. Usually I run them FtF and try to have an umpire per player so with 3 a side we end up with 6 umpires and me. Each umpire talks to their player to work out what they intend. This then gets brought back to master map in an area away from the players eyes and ears. I collate the information update the map and resolve any combat. Each umpire notes what their player should be aware of and then goes back and updates the player. Messages between players are sorted by me and sent to the right player after the appropriate time delay. The key to winning is usually how well players coordinate and respond to messages and the situation, combat often the least important aspect... Running a pbem version is a bit more of an overhead for me and trying to get every one lined up harder...
    1 point
  7. Just keep track of what is the pose of the squad members. Leaders and gunners tend to switch to the "one knee down" pose while idle rather than being prone. Any soldier not prone is more exposed to fragments, incoming fire, etc. They may also not be able to take advantage of the "microcover" associated with particular tile types. The job of a leader first and foremost is to ensure an adequate level of situational awareness. Being prone is not conducive to that. Similar issues with the guy with the squad status weapon. These guys are more likely to experience "weapon pull" - since they have the big gun they are more likely to use it. So he squats to scan for targets. Being prone is not conducive to use that cool gun. On top of the above we have the target prioritisation for higher value targets: leaders and the dudes with the big gun. In your examples my guess is that what you see is about the posture of the pixel truppen. RockinHarry, several years ago, demonstrated beyond doubt how swapping the default animations had a significant impact on casualty rates. There's still a lot of game to enjoy @semmes, don't get too caught up on the little artifacts that follow from the approximations to the real thing that were deemed necessary to get this game out of the door. Peace out and stay safe!
    1 point
  8. I was somewhat inspired by discussion in another thread about configuring QBs to suit the kind of battles players may want to setup using CM QBs to play out various battles and have updated/enhanced my previously released "Bull's CM QB RATIOS" table to Rev2. Download links follow: Bull's CM QB RATIOS Rev2.xlsx (Excel file) Bull's CM QB RATIOS Rev2.pdf (PDF file) I have now just gone the final extra few yards and have tabulated every possible combination of QB battle that is possible from CM QBs (260 possibile combinations) in one consolidated , searchable and filterable table (last tab in Excel file, last pages on PDF). I have added a new tab "ALL QB POINTS COMBOS" that features a consolidated table every QB combo, listing force points allocated to both sides, the total of those points, the resultant force ratios, and of course all the QB parameter setup information required to achieve the battle of choice (battle type, size, force modifer). Of course you need to be able to open the file in Excel (or equivalent) to filter and sort the table as you seem fit to find the battle setup you want. Column values are colour formatted from smallest possible (green) to largest possible (red). eg. Preview of top of table sorted by force ratio (note: although only the five ME battles at the top of that list precisely give both players "even points" to spend ie. force ration of 1). However, you can see that there are other battle setups which differ in points allocation by only a few percentage (ie. ratios between 1 and 1.1 (or between 0% and 10% points differential) which players may agree to consider irrelevant in setting up an otherwise "balanced points ME", if that is what they want. This table alone should provide everything you need to know about what is and what is not possible to achieve with the CM QB parameters, and how to achieve them.
    1 point
  9. Lt Bull

    QB points

    I believe placing a limit on the number of QB points is a way of ensuring the game won't crash and be overloaded by the additional processing/RAM power required (CPU and GPU). However, I can not think of a sensible reason for why the game does not allow players the complete freedom to just manually determine the precise number of points each side should have in a QB. Anyway, I was somewhat inspired by your telling of how you try to use the QB battles to configure battles to play out various battles in a user run H2H campaign, and have updated/enhanced my previously released "Bull's CM QB RATIOS" table (discussed in the thread QB Battle Force Points tables/charts) to Rev2. I have now gone the final extra few yards and have now tabulated every possible combination of QB battle that is possible from CM QBs in one consolidated table, listing the QB force points allocated to both sides, the total of those points, the resultant force ratios, and of course all the QB parameter setup information required to achieve the battle of choice (battle type, size, force modifer). Of course you need to be able to open the file in Excel (or equivalent) to filter and sort the table as you seem fit to find the battle setup you want. Column values are colour formatted from smallest possible (green) to largest possible (red). eg. Preview of top of table sorted by force ratio (note: although only the five ME battles at the top of that list precisely give both players "even points" to spend ie. force ration of 1). However, you can see that there are other battle setups which differ in points allocation by only a few percentage (ie. ratios between 1 and 1.1 (or between 0% and 10% points differential) which players may agree to consider irrelevant in setting up an otherwise "balanced points ME", if that is what they want. This table alone should provide anyone everything they need to know about what is and what is not possible to achieve with the CM QB parameters, and how to achieve them.
    1 point
  10. sburke

    THE PANDEMIC CHAT ROOM

    Cool, I need to catch that, thanks!
    1 point
  11. Be aware of Tunguska. I haven't played scenario "Cry Havoc", but I can understand your frustration. I had a PBEM on Rolling Thunder (?) . The redfor's Tunguska shot down my two UAVs in the first min, while It takes my 8 rounds of stinger to shot down the redfor's UAV . I realized that I got to knock out that Tunguska before I sent my two Apache. And next 50 min became a "hide and seek" game between me and my opponent. I made several Jav teams and FO teams infiltrate the front line, try to get a lock on that Tunguska. My opponent is cunning, he constantly move Tunguska every couple min. So my artillery PGM, barrage missed his Tunguska. And he was moving like a ghost, Jav team cannot get a lock. Finally my M1 put a 120mm on Tunguska, but it was almost at the end of the game.
    1 point
  12. So Romania did or did not have forces in the field at wars end? ...hence fought to the end. I doubt there is a player here unaware of the general history of the ETO.
    1 point
  13. Another video showing the attacking SPW the Jagdpanzer IVs above were moving up to provide overwatch for.
    1 point
  14. Well, I thought this documents will motivate BF to add some new features in the new module or separate pack and can be useful for players, but looks like this is now have a sense just for historical knowledge, if you want to continue... So, last time I finished in the place, when a tank was hit with faust. I am skipping translation about half of the page, just retelling that author describes further how 152 mm SP-gun moved to this building on 50 m, but after several shots also was hit with faust, the crew abandoned vehicle [look at this again, 152 mm several times hit the building, but even after this, walls didn't collapse and enemy troopers kept capability to fight]. The author complains that assault group commander didn't give even though 3-4 SMG-gunners for covering of vehicles. Because of this, that building was assaulted whole day instead to do it faster. And now I'm continuing translation: The guns of 11th and 9th of our brigade were deployed on the open fire position on Zeidelstrasse street. The task to our battalion put the artillety commander of 295th rifle division. He pointed just about the place for gun deployment and the target also just about. It was necessary to communicate with commaners of battaliones and companies of 48th and 38th rifle regiments of 295th rifle division for [correct] target receiving. When the target was received, our guns, of course, without any covering from our infantry side, were set up in firing positions and opened fire. The effect of fire was exclusively large, but the infantry didn't take advantage on this. Jr.lt Malakhov, command platoon leader of 11th battery [spotters is usually appointing from this unit] was sent to the infatry to notice that we will fire at such-and-such target, be ready to attack, but give a sign, when we must to cease fire. But jr.lt was met rudely, nobody was preparing for an attack. The building was ruined, but didn't seiz, because in rubles enemy soldiers settled again. With darkness falling, the artillery commander of 295th rifle division col. Zhokhin ordered our 11th battery to change firing position. For escorting he sent a major, who completely unawaring what's going on ahead, ordered to drag the gun. He was warned that there impossible to pass - the tanks interfered - they agglomerated ahead and couldn't drive further because of the faust-shooters influence on them. Thus, the gun standed amid the tanks whole night and up to 12-00 of the next day. Near the tanks, lt Kirichenko had saw the commander of 416th Guard rifle division and ask to give opportunity to move forward. Mayor-general answered: "There is no special need on your gun, so let it stand". Then, lt.Kirichenko appeal to the colonel Zhokhin with similar question and he answered: "For now let the gun stand, if necessary, open fire from where it stands". Subsequently, we was forced to maintain firing position on this place. At the moment, when the gun was prepared to combat, the representative of Zhokhin arrived with demanding to change firing position in the area, where again it was impossible to drive. The question had to be settled with col.Zhokhin. Thus, we opened fire at 19-30 instead 2-00. From the foregoing in must be concluded that for the leadership over direct fire [high-power] guns it is necessary to appoint not the [infantry] battalion commander, which somtimes doesn't imagine what is that 203 mm howitzer and thinks it can be rolled out manually whereever as him see fit, but appoint the artilleryman, who has complete not only grasping, but also and knowledges of how to use one or another system. To be continued...
    1 point
  15. I agree too - this sort of fascinating miscellany is what keeps me coming back to this forum. (Well, that and @Bud Backer's comics...)
    1 point
  16. Haiduk I find these translations of the documents extremely interesting. Whether or not BF decides to include the big guns or not. shouldn't stop you from posting in this thread. This is great stuff man please continue!
    1 point
  17. I know about 203 mm and higher —Āalibers as off-map, but this is not the same that you have a gun on the street. Also, as you read above, indirect fire suport in conditions of urban combat was very difficult or even impossible and caused severe friendly fire effect. How it is possible to make the module about Visla-Oder and Berlin operations without "siege warfare"? This was major component and culmination of these operations! Red Army, moving to Berlin, was forced to nibble heavy Germans defense. 60 km of distance between Oder river and Berlin Soviet troops was overcoming about three months! I always respected BF for attention to historical details, but in this case, making the module about this period of war the same like previous periodes, where warfare conducted mostly on wide open terrains and resistance of the enemy in the cities (except some cases) was not so rugged, you are making big mistake. Special assault units and equipment vs. new heavy fortifications could be new interest feature of the new module and reflect historical reality. Instead you will issue next usual "tankfight" sandbox Germans vs. USSR ver.1945 with some other toys, but in this time almost devoid of the sense. But if your conception of the game is just "meeting engagement", well I'm finishing to post next translated episodes about heavy guns and assault groups usage, this is havn't any sense and just wasting my time...
    1 point
  18. The fragment of book "Artillery in Great Patriotic War". Chapter 14. The last assault So, on one of the streets of Berlin, the enemy fortified himself in the round form building with the walls up to 1,5 m thick. During a long time 152 mm guns fired at this building, but couldn't destroy it. But this building it was necessary to destroy as quick as possible, because MG- and SMG-shooters of the enemy, who were settled in it, delayed the advance of the whole battalion with their fire. For the destruction of this building, turned by the enemy in strong point, it was decided to attract a battery of 203 mm guns. With ten shots of 203 mm howitzers, brought to the target at a distance 250 m, the building was partially ruined and set on fire. The assault group burst into the burning building and completely destroyed the enemy that strenghtened in it. This module, which reflects last stage of the war, where huge amount of assaults of heavy fortified positions took place, needs new heavy fortified buildings, much more stronger than this "new large independent factory building". Else very important layer of developments and warfare will be thrown out.
    1 point
  19. https://www.quiz-maker.com/Q6H4PLT Try this test.
    1 point
  20. I would absolutely support @Haiduk's call for these weapons to be included in the module.
    1 point
  21. Here is report of 120th high-power artillery brigade commander about actions of brigade's batteries during 29-30th April during Berlin assault. Short translation: 29th April. Our units came to the line of Potsdam railroad station. The brigade was condicting fire for elimination of the enemy weapon emplacemants (WE) in Tiergarten and Reichstag areas. Commander of 5th battery sen.lt. Pavlovskyi fired directly for elimination of enemy WE in stone buildings. 39 shells have wasted, 30 direct hits fixed. 5 WE destroyed. Commander of 6th battery cpt. Marchenko fired for elimination of enemy WE in stone buildings. The fire has conducted by spotting of explosions. Two stone buildings destroyed, under ruines about 20 enemy soldiers burried. Total destroyed by brigade: 11 WE, 17 buildings with WE, eliminated 70 soldiers and officers of the enemy. According to the order of the commander of 18th artillery breakthrough division, two batteries of the brigade were deployed for direct fire. Losses: heavy wounded and moved to medical sanitary battlion - 1 sergeant, 5 privates. Light wounded and stayed in service: 2 sergeants, 5 privates. Losses in technic: no. 30th April Our units seized Reichstag. The brigade conducted fire for elimination of the enemy WE in the area of Potsdam railroad station Commander of 5th battery sen.lt. Pavlovskyi fired directly for elimination of enemy WE in stone buildings. 60 shells have wasted. 9 WE destroyed. Commander of 9th battery lt. Morgunov fired for elimination of enemy WE in stone buildings. The fire has conducted by spotting of explosions. 10 shells wasted, 4 direct hits fixed. Total destroyed by brigade: 20 WE (among them 13 with direct fire), 3 trucks, 23 buildings with WE, eliminated 40 soldiers and officers of the enemy. Losses: after artillery shelling of firing positions of the guns, deployed for direct fire 1 private KIA, 1 sergeant and 3 privates WIA, 3 guns taken out of service
    1 point
  22. John Kettler

    Does Haiduk know...?

    Bil, Am not ruling out that he IDed the plant species and went from there! Haiduk, 'Twas all in fun, but you sure delivered. That HOT sure made it so for that BMP-1. I note with keen interest those three flame revealing rents in the hull. Bizarre to read the Ukrainian military was there on the Ivory Coast of all places! Regards, John Kettler
    1 point
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