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Sgt Joch

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Posts posted by Sgt Joch

  1. 7 hours ago, zmoney said:

    @Sgt Joch I don’t mind that green troops are included in the campaign, in fact I believe it is most likely realistic for the infantry or other basic units. My gripe is only with the Oplot crews being green. The Ukrainians can only field a few of these tanks and so like Haiduk says these would only be given to their best troops. 

    Just checked a save game, the mix of Oplot crews are 80% regulars and only 20% green, which seems fine to me.

  2. 22 minutes ago, fireship4 said:

    Did you use the Oplots with the commanders turned in or turned out?  I noticed problems on the Shield of Kiev (IIRC) where they seemed terrible at spotting while turned in.  I'm still on Black Sea 1.04 so I can't test the current version.

    Always buttoned. Spotting has not changed if you want to run tests, I may run some myself.

  3. some thoughts:

    1. I ran a bunch of tests recently testing various UKR and RUS tanks head to head. I did not notice anything unusual with Oplot spotting, so I do not see an apparent bug.

    2. I actually played and restarted the 2nd UKR campaign mission a few times recently as well to test out various approaches. Oplot spotting is pretty much luck of the draw, sometimes they spot first and quickly kill the RUS tanks, some times the RUS tank spots first. Again, I have not seen anything that would suggest a bug with the Oplot sensors.

    3. "Green" is not hillbillies off the street, "Green" troops in CM are basically troops fresh out of basic training  or reservists just called back to service. Nothing wrong with Green troops if handled properly. However, as I recall, most of the troops in the UKR campaign are regulars with a mix of green?

     

  4. U.S. Grant may have been an alcoholic, but pretty much every man in the mid 19th century was by today's standards.

    Certainly, Grant was known to drink a lot, certainly in the late 1850s when his life was not going well and he was reduced to being a clerk in a store. However, it is presumed that a lot of the stories about him being drunk during the Civil War were pushed by his rivals or politicians who wanted him replaced.

    Various historians have looked into this and the consensus seems to be that Grant generally did not drink while on a campaign, except on rare occasions.

  5. Not sure where this story of the "myth" of Omaha Beach came from. I read Balkoski's "Beyond the Beachhead" which deals with the experiences of the U.S. 29th infantry division in Normandy:

    Beyond The Beachhead: Balkoski, Joseph: 9780811732376: Books - Amazon.ca

    The 29th is the one that landed on "Dog Green Beach", the one portrayed in SPR. As in SPR, the beach was right in front of several German bunkers/MG nests with an open field of fire on the beach. The first two assault waves on the beach, consisting of two companies were wiped out, suffering 90-95% casualties within seconds of hitting the beach. Several Landing crafts suffered 100% casualties. All the officers were killed or wounded.

    1st wave, company A, 1st battalion, 116th regiment:

    Quote

    At 03:10 on 6 June (the invasion had been postponed for 24 hours due to inclement weather), Companies F and G began climbing into their LCVPs. All first wave landing craft had left the ships by 04:30. At 05:00, a naval and aerial bombardment commenced pounding the German defenses, but the aerial bombardment was ineffective and the naval bombardment failed to destroy most of the German gun emplacements, manned by the 352nd Infantry Division. The landing craft approached Vierville at 06:00, and at 06:36 the ramps of Company A's five surviving boats out of seven were dropped after reaching the assigned sector. There were no shell holes for cover at Dog Green, and within seven minutes Company A was virtually wiped out by either the heavy German fire or from drowning in the surf – by the end of the day, only 18 of 230 members of the company had avoided becoming casualties.[51]

    2nd wave, company B, 1st battalion, 116th regiment:

    Quote

    The second wave began at 07:00, landing in a period of forty minutes. Company B waded ashore around 07:26 and suffered heavy casualties, although one of its boat teams took Vierville. By the end of the day Company B had been reduced to 28 men.

    116th Infantry Regiment (United States) - Wikipedia

    So if anything, SPR actually minimises the actual conditions of Dog Green beach.

    Note that conditions on Omaha were hit or miss that day. Some of the first assault waves on Omaha which landed 1 mile east of Dog Green were partially obscured by smoke and managed to land with zero casualties, So like everything else in war, luck can play a big role.

    Note that Omaha was also not the only place where the fighting was tough, some of the Canadian companies landing in the 1st wave on Juno suffered up to 50% casualties when landing.

  6. I have WITE and WITW, although I never managed to play more than scenarios or 1-1.5 years of campaigns. The game system is more suited to WITE with the larger maneuvering room on the OstFront IMHO. Problem with the game is more the very high level of micromanagement required.

    I don't see that WITE2 is sufficiently different from Wite1 to warrant the upgrade.

  7. On the Canadians in Normandy, I would recommend Terry Copp's "Fields of Fire" which covers the june-august 44 period. He also has a second book "Cinderella Army" which covers the sept. 44-may 45 period. I have read both and use them regularly for reference.

    As to why the Canadians suffered more casualties than the other CW forces in Normandy, roughly 20% more as I recall, there are many theories. The one put forward by Copp, which I think makes the most sense, is that Canadian officers had an inferiority complex regarding Monty and the British, partly the "colonial" mentality and partly the fact that Canadian forces had been stuck in Britain for years training while British/CW forces had been fighting in North Africa and Italy. There was also the stain of Dieppe to overcome. Because of all that Canadian forces volunteered for all the tough operations which inevitably led to higher casualties. The British, who were facing a very severe manpower/replacement crunch were very happy to let the Canadians take the lead.

  8. I can't say I am surprised, the MGS never lived up to its potential. It was an interesting concept on paper back when the Stryker BCT was supposed to be air deployable and able to fight on its own, but SBCTs have always been in combat with other troops and there is nothing a MGS can do that a tank or artillery cannot do easier and cheaper.

    Add to that the maintenance issues, limited ammo, poor spotting ability and the fact that it is a big vulnerable target.

  9. hmm, good question. I am not sure infantry will move through barbed wires. As I recall, when you give them a movement order over the wire, they either try to go around it or just cancel the order.

    I usually just blast a hole through it using engineers or a tracked vehicle.

    edit. - yes, the manual is not well worded. Infantry cannot move directly through barbed wire.

  10. I was playing a campaign in FI a few months back (latest version), Operation Encore, scenarios are at night or in forest so enemy troops were often discovered at very close range, often 10 meters or less, my U.S. pixeltruppens whether given an attack order or acting on their own would throw lots of grenades to great effect, so your pixeltruppens will use grenades when the time is right.

  11. Correct, if you order a bail out, they just leave the vehicle with no morale hit.

    When a AFV is destroyed and especially if the crew has taken casualties, you will see the crew is often at “panic” after they bail out. Even if they rally, they will often be “broken” or “rattled” which is often enough so they will stay in place/withdraw/not keep following the AI plan.

  12. Yes, if you give the AI a advance at all cost type order and the tank crews are say crack/elite/fanatic, there is a good chance they will keep attacking. 

    What should be done is have all bailed out AFV crews be given an automatic withdraw order so they would retreat to the friendly edge. I seem to recall this was on the drawing board, but there was a reason why it could not be implemented. Too hard to code maybe?

    Anyway, all the tools are there so the scenario designer can minimize this type of behaviour.

  13. 8 hours ago, Bozowans said:

    I hadn't seen this behavior in the other CM games for quite some time (or at least hadn't noticed it), and thought it had been patched out. But maybe not?

    As I recall, what was done was to give bailed out crews a heavy morale hit so there was a higher chance they would stay in place or retreat back to the “friendly” edge.

  14. Soviet Artillery in WW2 was very inflexible compared to other nations, many reasons for that. Heavy artillery was only used in pre-planned barrages or in pre-planned fire plans. They were not used for "on call" support as is typical in other armies.

    To simulate that in game, only FOs can call in the heavy stuff and it has a long delay so it is only really useful as a 1st turn pre-planned barrage.

    I am pretty sure that has been discussed various times when RT first came out.

     

  15. 25 minutes ago, Bufo said:

    Graphical issue:

    T-72A(1980) after firing during the night, its like the camera has a spot light. Wherever I move it, at some distances all objects become very illuminated. Artificial brightness was turned on prior. I didn't try with that off. I didn't try with other tanks.

    That is an issue in every game. It is an issue with the shaders. Turning the shaders off solves the issue. You can turn them back on the next turn.

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