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Everything posted by MikeyD

  1. If you put troops next to other troops they will 'borrow off their neighbors. I've found it handy to sprint depleted infantry teams next to full-up reinforcements so they can resume firing
  2. Manpads next to their rides mean they can 'borrow' missile without having to 'acquire'. Move too far away and the link is broken. The downside is the vehicle itself may be subject to an airstrike, risking your AA guy becoming collateral damage. One issue is expending all of your missiles too early. If you keep an AA team mounted in their Mutt they won't fire. Then you can dismount them to continue the fight after your other AA assets have been exhausted.
  3. Hapless tried his hand at the scenario playing the Red side and it was about as lop-sided as I expected it to be.
  4. In a way the CMBS Steam delay is a benefit to BFC. The in-house release dates for CMRT Fire and Rubble and CM Cold War were unusually close together. The release of one threatened to steal the thunder (pun not intended) of the other. The Slitherine delay has allowed for Fire And Rubble to have its moment in the sun before Cold War arrives. The otherwise-unintended delay has had the effect of spacing out the game releases in a more propitious manner. ...IMHO
  5. Precedent shows the day after a release players will have already forgotten that there was any delay in its arrival. Getting the CMRT Fire and Rubble module out the door was torture - like trying to roll a boulder up a mountain. It took soooooo looooong. But the day after it was released everyone was like 'Wheeee! this is fun!'
  6. A new pop song just dropped today named 전쟁터 (or 'Battleground'). You may need the English captions on.
  7. I've been making CM maps for a million years and still to this day I'm like 'Uhhhh... What was that key combination, again?"
  8. I'm surprised nobody's brought up the entirely bedazzled T34-85 tank in the Blackpink video 'Ddu-du ddu-du' (the title is meant to represent gunfire, BTW). No Blackpink fans in your area?
  9. When I was called upon to research the timeframe I had to look no farther than the pile of dog-eared reference books on my bookshelf. It was as though i had been prepping for this project since 1979. This was MY timeframe hobbyist-wise.
  10. I recall one book about tank combat in Vietnam, an anecdote about an infantryman catching a ride on a M48 tank. His trouser leg got snagged by the track and the drive sprocket pinched his foot clean off. On the front line infantry tend to not like being very close to tanks as they're magnets for mortars, artillery, missiles and air strikes. In WWII British troops in Italy complained about Sherman's auxiliary generator meant to power the radio. It was too loud, gave away their position and attracted mortars. Its worse in modern war. Explosive reactive armor blocks, the lethal blast of the big tank guns, and active defense systems that might go off at the most inconvenient moments. Give tanks a wide berth.
  11. From my limited observation, the bosses at Battlefront appear to be very happy campers about CMCW's reception and will be doubly-pleased when its anticipated sale on Steam comes about. There's still the plan to get everything in their catalog up for sale on Steam. I don't really know what left. CMFB isn't up on steam yet, is it? Another aspect of infantry in cold war is NBC. WWII-style tank riders would be exposed to nerve gas, radiation, and nuclear blast effects. The Soviet offensive concept is buttoned-up forces rolling through a devastated landscape.
  12. Wholesale Soviet mechanization kind'a did away with tank riders. The hand rails gradually disappear from T64 and T72 in later versions. Tankodesantniki have disappeared from the OOB by our timeframe. There's a difference between troops hitching a ride aboard a friendly tank to save on walking along the route of march and clinging to the sides of the vehicle as you rush towards the enemy.
  13. In our timeframe US warfighting doctrine was in flux. The old 'tripwire' nuclear defense had been abandoned in favor of a conventional defense in depth that Pentagon critics derided as a 'don't lose' strategy as opposed to a 'win' strategy. Pentagon mavericks were pushing for a doctrine of aggressive stabbing attacks with no clear front lines. A position that, in hindsight, probably would not have fared well against a phalanx of Russian ATGMs and 125mm guns. Airland Battle doctrine was still a couple years away and the US didn't yet have the capability for non-nuclear strikes on follow-on forces before they entered the battle zone. So The prospect of Russian follow-on forces re-attacking after the initial battle was a problem that hadn't yet been solved.
  14. CMCW Alpha was so super-secret the Beta testers were kept in the dark til the eleventh hour (it was fun watching them find out). The non-commercial stuff went beyond that. The Beta team have never so much as caught a glimpse. So if any agents of Spectre (a Jame Bond reference) plan on kidnapping Beta testers to extract information from them you're going to be disappointed.
  15. An old reference book of mine said T-62s APFSDS round had a 50-60% hit probability at around 1,250m, itself. Before you mock the Russians, that's pretty identical to M60A1's APDS round. The only difference was the M60A1 round was less likely to penetrate. Reading contemporary reports from late 70s thru early 80s its surprising how much stuff in the inventory was, to be a bit harsh, half-baked crap. When M60A3 first showed up in Europe there was the initial lament "Oh no, fire controls made by the same people who gave us M60A2!" The first thing units did when they got the tank was go from one end of the vehicle to the other fixing assembly line manufacturing errors. M60A3s sat in Europe without their TTS sights while a fleet of M60A3 TTSs were delivered to Egypt. That didn't go over particularly well.
  16. They kept Cold War a secret from EVERYBODY. The company Beta board went a bit crazy when CMCW was abruptly presented to them as a fait accompli without the lest prior warning.
  17. An old joke of mine. When people demand BFC supply a comprehensive encyclopedia I would respond they do - they call it 'Google'.
  18. I have a (very) vague recollection during Beta that someone posted 'TOW dismount will be for Mutt but not for M150' so it was a deliberate decision on their part. I'm not sure about the reasoning. If I were to hazard a guess perhaps involved M150 being a single unit 'crew' including driver so dismounting with TOW would have made things awkward. You can abandon your M151 Mutt under a tree while you deploy, Walking away from an unmanned M150 seems a bit excessive. If M150 feels itself in danger after firing a missile it will 'self-scoot' backwards at bit while it reloads.
  19. There was no mention of which side the player was playing and which tank. A two man turret T-34-76 is lousy at spotting much of anything, for example. I used to joke that if your grand tactical plan depends on the enemy being slow, blind and bad shots you're probably going to lose the battle... unless you're playing against the Italians.
  20. Well, if you stay at ground level, behind your own forward line, don't zoom in, and don't click on it to see what it is you're probably going to struggle ID'ing the vehicle. Admittedly nobody plays like that, not even die-hard Iron mode players. I've never heard anyone even suggesting playing that way. See attached quick test. A screenshot of a vehicle sitting 750m away in broad daylight out in the open. Care to guess what it is?
  21. There are a number of vehicles across the titles that are in the game because they're in the real world TO&E but are of little utility at CM scale. None of that is CM's fault, its just part of the world they're trying to simulate. You need to learn to work around the disadvantages as well as exploit the advantages,
  22. Distant memory of some long ago TOW-related reading: Don't fire TOW over bodies of water because... just don't. Don't fire TOW if you have cross winds over 7(?)mph. That last number is shaky. I think it said mph instead of kph (a 7kph cross wind would be a gentle breeze). I can't recall if there were any prohibitions against firing in the rain.
  23. Late war Panther G armor in the game has a different Brinell hardness number than early Panther. Their armor quality is inferior due to shortages and they're more prone to internal spalling due to brittleness. And yes, the game tracks armor quality like that. I've seen King Tiger in the game bounce hits from the big Russian 100mm AT gun at range.
  24. Texture has no impact but size (and theater of operations) does. The most porous buildings are barns, the most resistant are cathedrals. Big building are more difficult to hole than small buildings. In WWII titles most-everybody is firing big bullet 7.62 (or an equivalent), in post-war titles they're mostly firing 5.56 (or an equivalent), which affects building penetration. I recall playing CM:Afghanistan watching Russian special forces lose to Mujahideen in a building-to-building duel because the Mujis were using big bullet British Enfield rifles that could pierce walls better.
  25. Sometime the Pentagon gets into ever-more complex, esoteric weapons systems that fail in testing more and more often, until they reach a point where they tear up their 'exotic' design and instead go for the simplest thing they can think of the accomplish the task. It looks like the Humvee-mounted 105 is the answer to 25 years of trying to field a usable electromagnetic rail gun
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