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Showing content with the highest reputation on 08/29/2020 in all areas

  1. altipueri

    Operation Goodwood?

    Operation Windsor got under way I think.
    2 points
  2. It’s the sentiment, not who said it.
    1 point
  3. I've never been to Canada and nothing ever came up in my research about where they got the name from. Probably some staff officer who named it after his home town?
    1 point
  4. SimpleSimon

    Artillery, FO?

    Artillery doc is hard to parse and often the differences are overstated, especially between the Allied Armies. In general though the Royal Artillery was known for its rapid response to Request Fires. This is a trait they picked up in World War 1, where it was important to move the guns right in trail of the infantry and be ready to fight off an immediate counter attack that could emerge from seemingly any direction. Destruction-by-fire proved elusive on the Western Front and the British began to prefer Suppression-by-Fire. All of this thinking was completely captured by the 25pdr field piece, one of the war's most superb Guns and so successful it is still in use by some Armies today. The 25 pounder's caliber and explosive load are too light to ensure destruction of anything tougher than basic entrenchments, that's not what makes the gun so valuable though. What made the 25 pounder valuable was its light weight, fully swiveling trunnion (allowing the gun a literally unlimited range of azimuth once deployed), and two piece shell and basic brass cartridge.* All of this translates into a gun with enormous operational flexibility and a constant state of readiness to commence fires on a ridiculous number of targets planned and unplanned. The light and uncomplicated ammunition it used was easier to transport and stock than fragile powder bags and heavier 105mm rounds in standard use by most Armies. The full 360 base mount meant the gun was also more stable than the average Field Gun, but the British didn't place as much premium on accuracy as they did on speed. British Forward Observers were attached to their Battery, but highly independent and mobile. FOs were given a truck (which could carry a better radio than a Jeep) and a map showing great detail in 1km sectors, they were additionally trained to make use of pre-planned or canned mathematic "rule-of-thumb" calculations^. The idea was to dispense with as much complication and thinking as necessary and to respond rapidly to attacks or targets of opportunity. Times from first call to first shot were still highly dependent on a host of factors but I don't think the average for the British Army often exceeded 10 minutes. I've heard of times as low as 2 minutes. Combat Mission is not an artillery sim, it's a tactical simulator. The nuance of the Field Artillery isn't distinctly visible in the game but it can be abstracted in many ways, through TRPs, FO counts and quality, and gun availability. If you know what you're doing you can actually abstract even fairly complicated stuff like the creeping barrage or zone-and-sweep. *Earlier in the war the 25 pounder's favorable weight and ease of use meant it frequently found itself pressed into anti-tank gun duty. The British were dependent on the insufficient QF 2pdr and the 6pdr was in short supply for this job, and the 25pdr had AP rounds issued to it (although I suspect these rounds were originally envisioned with bunker-busting in mind) that happened to be ideal for stopping tanks. Problem was this exposed the guns to loss, and worse deprived British infantry of fire support leading to "holes" in the crucial fire umbrella that the British picture their troops operating under as much as possible. ^For comparison the Americans dispensed with canned calcs and math formula fearing poor accuracy might endanger friendly troops. Instead a full time planning staff was retained at a Battery's Brigade HQ who would plan out firing solutions from potential sites and then feed that information down to Battalion HQ who would disseminate it to Battery commanders etc. The Americans wanted Battery and Battalion commanders to concentrate on their own movements and safety than to spend inordinate time planning fires. The Germans, due to a lack of radios, often made their poor overworked Forward Observers have to do all this planning. German FO's were highly trained to account for a ridiculous number of variables (including density altitude!) which ensured great accuracy but slow first-shot arrival. muh prose strikes again coffee time
    1 point
  5. Oh well, at least this is giving me something to do whilst I slowly download the files to install version 4.03 Brigadier N W Duncan of 30th Armoured Brigade, 79th Armoured Division, watches the attack on Caen from beside his Humber scout car outside Beuville, 8 July 1944
    1 point
  6. Eicio

    Black sea or shock force 2

    Combat mission Shock force 2 : Jousting edition ?
    1 point
  7. One previous owner, needs attention. Maultier near er, Avranches Bit like Warren Street really.
    1 point
  8. Haha pretty interesting take on a non offensive speech. Lol. I am curious though why the hostility? I for one am a veteran, but am not one for mushy speeches but to get bent out of shape about it (unless you are standing in formation while someone drones on about blah blah blah) I just don’t get. I personally feel that the US and the U.K. are the closest of allies and very similar culturally. I know lots of Brits and it’s never awkward talking to them due to cultural reasons. Only their goofy accents lol. Kidding, I’m just having a laugh (see that was for my British friends). I think everyone loves the British accent that’s why Brits narrate every documentary on earth.
    1 point
  9. Royal Hamilton Light Infantry near Krabbendijke, during Operation Vitality. Royal Montreal Regiment, training at Petworth Camp, England (1942).
    1 point
  10. Didnt see this topic when this came up before in another thread. The US will withdraw from the crossroads and exit if you don't get a wriggle on. The road presents enough of a bottleneck that if you approach this overly cautiously, you may never see some proportion (or even all) of the Americans before the mission ends. The briefing dows warn about being too slow here. That doesn't mean that you have to be reckless - you have more than enough tools, if this is approached correctly. The reason this came up is that I think this is a great example of what "remain mounted" means in the context of the Panzergrenadier Commandments. A very valid approach to this mission is to send a platoon (possibly with attached weapons) to bypass the crossroads whilst still under the cover of darkness, setting up in a blocking position on the road. If you dismount too early to build up for the attack, you can end up delaying the whole thing for too long and failing to get anywhere.
    1 point
  11. MikeyD

    Artillery, FO?

    Hiding until the spotting rounds start falling won't affect anything but you do want him to have eyes on target so he can adjust the mission and give the okay
    1 point
  12. I think this usually happens if you have extracted the patch in a folder with other brz files or you have a mod that modifies string.txt. Perhaps Vin's animated icons.
    1 point
  13. CMSF2, then you can have a Red vs Red battle. And both sides fight in their Toyota Pickup
    1 point
  14. Artkin

    Black sea or shock force 2

    Definitely buy the expansions and complete CMSF2 before you come on over to the real man's game... CMBS
    1 point
  15. Agree and I'm fine with just having more slots with the current system. IMO, they're really not hard to keep track of once you get a feel for things. I also had a Photoshop tool for awhile, but ended up going back to paper and pencil. The built-in randomness of the AI is exactly what you want in some situations and exactly what you don't want in others. Having more groups allows the designer a good chance to avoid the situations where randomness is unnatural and/or suicidal with a minimized workload. Another big help would be in facilitating things like triggered local counterattacks and keeping ambush groups shielded from area fire/arty until they are triggered to take their intended positions. FO use is another big one. Having enough group slots to be able to use a number of single-team groups would be huge. (On my urban map, I'm finding the AI much less aggressive with arty than usual. It seems to only reliably call it when it has a TRP. So, having enough group slots to control individual FO teams to keep them in good positions with views to TRPs would solve the problem). Basically, as you say, there is quite a lot that can be done with current tools. The problem is, there aren't enough group slots available to make full use of the existing tools. There's a whole heap of cool stuff that could be done with what we have now if we didn't have to worry about running out of group slots. Definitely. I'm not making any digs against BF here. It's just the nature of the beast. Steve has said on the forums that AI programming is one of the areas you readily hit diminishing returns. So, when I say I'm not expecting a smarter AI, it's not said with any piss and vinegar -- just matter of fact. Like I said above, I'm actually fine with the current AI if you give me more groups to avoid its rough edges and facilitate my devilish schemes. Having said that, what I'd really like to see is the current system buffed up with 32+ groups and a host of things like terrain objective unlocks, triggered reinforcement groups, point-neutral exits, more reinforcement groups, all-arty-asset AI area fire, and...
    1 point
  16. Agreed. I've often noticed that AP shells seemed to have a large burst effect. Previously, rebounding AP shells would explode when hitting the ground. This explosion seemed powerful, dropping infantry quite far away. But in recent patches, those bouncing shells no longer explode when hitting the ground (a change I was very happy with).
    1 point
  17. Yeah, I mentioned the chinstrap in the notes of the first post. I figured out the mask was using the wrong color (worked in RT and older mods). Fixed it with all black bmp. Here's a quick, dirty look at changing the colors of the beard and head wrap to give you an idea of where it could go with a more talented modder than me. NOTE: There appears to be a spot on the left shoulder where the textures don't line up due to the Indian skeletons being different than the Syrians. All the files you need are here, basically a template to get some Muj modding started. http://www.mediafire.com/file/emgkclcrs6euxa3/Muj_Template_Files.zip/file Mord.
    1 point
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