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Apocal

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Posts posted by Apocal

  1. 4 hours ago, Erwin said:

    I was simply responding to someone's else's comment to explain why our CM2 games seem to favor SMG's when longer range rifles are what used to be used more commonly.  

    Sorry that these forums are not your personal playpen.  Why don't you take your attitude and go play with the other kindergarteners.  Oh... you probably already have...

    Don't you do a bunch of playtesting anyway?

  2. 53 minutes ago, panzersaurkrautwerfer said:

    Stuff that can be eaten quickly, or nibbled on and stuffed away without making a mess is highly valued.  Like you might get a bite out of the enchilada before you have to roll out, and there is zero way to keep that from becoming a mess in the turret if you've open the bag already, so you chuck it. 

    I did the adult thing and just stuffed it all in my mouth and swished until I could swallow portions v0v

     

  3. 20 hours ago, DougPhresh said:

    I wish the game differentiated between range and effective range. PPSh might be best out to 200, but let my guys open up at 300 if they need to with less accuracy and stopping power.

    As a practical matter, it does in all cases outside of SMGs. Shooting with nothing but Kar98s or Garlands at five hundred meters is not generally a winning strategy.

  4. 3 hours ago, John Kettler said:

    Apocal,

    That isn't what I said. I said a Russian firm in Bill Browder's investment portfolio was defrauded of $230 million, all of which went right to Putin. It was in investigating this and other matters that the Russian lawyer Magnitsky ran afoul of Putin and was ultimately killed, leading to the Magnitsky act which put Putin's and cronies billions, all in the west, at direst risk of freezing, seizure, etc.

    That's pretty much the part that is unbelievable, considering they can just move their wealth faster and easier than influencing politics in another country. It's the same conspiracy nonsense you continuously peddle and people wish you would stop. Mind control isn't real, there was not a nuke used at Kursk, the Polish army didn't move a division into the Ukraine, there aren't twenty-seven levels of classification above the President of the United States and Putin didn't put all personal wealth in the west.

  5. 1 hour ago, John Kettler said:

    Putin thought he and his cronies were untouchable, but a resultant piece of US legislation called the Magnitsky Act, which Browder made his cause  to bring into being and get it passed, enabled US and other authorities to act against Putin et al.'s assets, which are all in the west.

    As such, the Magnitsky Act was and is a mortal threat to Putin directly and everyone tied to him.

    The seizure of $230 million of assets in the west is a mortal threat to Putin...? The dude is probably a multi-billionaire. While I'm sure he wouldn't be thrilled at losing money, I doubt he is going to lose sleep over it either.

    Isn't this off-topic though?

     

  6. Can anyone walk me through (or direct me to a resource covering) the full "life-cycle" of a Soviet mech unit, let's say brigade-sized, during Operation Bagration? From initial breakthrough all the way to the point it is completely fought out and everything in between? I know it is a bit of a research project but the only resource I have on-hand is Glantz's translation of the Soviet staff study for the operation and I'm not having much luck finding what I am looking for in those pages, although there is a lot of very good stuff.

    A few more specific questions:

    1) How often would they receive resupply?

    2) What sort of maintenance and repair servicing could they expect?

    3) What would be a typical response to encountering larger and meaner enemy forces?

    4) How long would a typical push last before being relieved or calling it in?

    The reason I ask is because I'm trying to lay the groundwork for a small-scale Soviet campaign, since it appears no one has made one for CMRT and I want to pluck out some interesting, plausible situations such a unit might find itself after the infantry have broken through.

  7. On 7/26/2017 at 2:28 AM, Sgt.Squarehead said:

    Brave but still a bad idea IMHO.....I've seen a few images of VBIEDs with large tanks of chlorine aboard (something that appears to have escaped the media's attention completely).  :o

    It hasn't escaped the media's notice, it's just chlorine is literally worse in every way (as in causing fewer casualties or damage) than simply loading up more explosives. It'd be like concerns ISIS were using teddy bears for fragmentation and wondering if the button eyes flying off were going to be good casualty-producing agents. Well, sure... but nowhere near as bad as jar full of nails, so who cares?

    20 minutes ago, panzersaurkrautwerfer said:

    3. Chemical weapons during OIF:  Some were found used as IEDs.  The problem is they were only in small amounts, and of uncertain providence.  They were largely smaller mortar type rounds, and they were stupid levels of old.  The unclass consensus is they were weapons that were not properly accounted for vs deliberate omissions, and their employment was more someone mistook them for conventional HE mortar rounds and wired them accordingly.  

    There were real (deliberate) attacks with chlorine bombs though. 

     

  8. On 7/29/2017 at 11:26 PM, RepsolCBR said:

    Creating a good reactive AI is difficult.  Taking the terrain objective trigger for example...
    You could use it to get the AI to shift forces from one possition to another ones the enemy 'tripps' the trigger. The problem with this though is that the size of the enemy unit triggering that move could be anything between the entire enemy force and a lone sniper...

    No way of controlling this.

    That's already how I have it setup, basically. A bit smarter about the one lone sniper bit though.

  9. 21 hours ago, JonS said:

    Barrel-artillery rounds rely mainly on splinters for their effect. It takes distance for the splinter pattern t reach its maximum effectiveness - having the rounds burst consistently at 40m above ground level makes the splinter pattern more effective, and the splinter pattern is generally oriented downwards, further increasing it's effectiveness c.f. ground burst.

    Are you sure you mean forty meters and not forty feet? Because that is a higher height of burst setting than I've ever heard of IRL and I'm pretty sure the pattern on a 105 HE would be screwy at that distance. It certainly would be with a 5" shell.

  10. 15 hours ago, Bulletpoint said:

    I believe the reason is because rockets have the element of surprise - extremely high rate of fire means they can blanket an area quickly before anyone has the time to go to ground, let along get into a foxhole. But artillery has slower rate of fire, so without timed or VT fuses, only the first couple of rounds would have maximal effect.

    With airplane bombs, it's a bit of the same thing. Often troops will spot or hear the planes approaching, so there will be time to get into shelter. Again, VT fuses are useful.

    VT fuzes don't work that good against cover either. It is hard to get the shells to detonate with such a trajectory that shrapnel is sent down into holes and it is useless against serious overhead cover. What they are good at is reliably generating a near surface burst (i.e. shell detonates a few feet off the ground at a steep trajectory, sending shrapnel sideways for a great distance) that cuts down anyone standing like grass and has a shotgun-like effect against those lying prone. But shells flying overhead at a steep trajectory then bursting just flings most of that shrapnel across the sky. It is a still better than a point-detonating fuze, but not so much as the game depicts.

  11. OK, I had one helpful person run through a test of my scenario. His feedback here, under the spoiler tag:

    Completed the scenario yesterday, played single-player as the Soviets on Iron. The result was a draw. My plan was to concentrate my forces, but still scout both approaches (one to the West, two to the East) as in the case one might be heavily defended I could still shift my tanks to the other side using the smaller communicating roads. I progressed at maximum speed until I had my first contact, towards the middle of the map. Surprisingly, the jeeps could handle themselves pretty well, but I made my tanks pour fire into the suspected enemy positions as they moved for good measure. I did not take a single casualty until I spotted the StuG, I sent my tanks and infantry after the reinforcement group and lost a tank to an unknown HEAT projectile and a few men to machinegun fire. I engaged those units so that my forces on the opposite road could escape safely. After they exited the map, I pulled back and went straight for the other exit zone. The last unit vanished with about 30 seconds left on the timer.(edited)
     
     
    [1:34 AM] Baron: Map - There are some spots where Dirt Road and Footpath tiles mix, I don't know if it's intentional, but I know that for some reason Dirt Road and Footpath tiles share the same icon in the editor (there's a mod to fix that). - Since this is a road that leads to a major city, maybe you could add signs of the German retreat being harassed by the VVS : busted trucks and staff cars, craters... - At many points, the roads snake around for seemingly no reason, I think you should give a reason for the roads to have been made this way like some patch of marshy terrain, denser forest, or a small rise in the elevation. It would also provide better defensive positions for the German.
     
     
    [1:34 AM] Baron: Units only played in SP, maybe the balance is much more even with a good German player - The Soviet side seems a bit too experienced, especially given that the PPsH reigns king in forests, firefights were pretty easy. - Maybe the Germans could get one or two traps, like a mine or an obstacle. - The Soviet support weapons in the Studbaker served no purpose since they give no points and come too late for most of the action.
     
     
    [1:34 AM] Baron: Mission - Maybe you could add more Triggers for the German rear-guard that would give them a more cautious stance once Soviet armor has gone beyond a certain point. Those that are in place give a Quick command all the way to the back, the enemy basically ran in my machineguns. - The StuG arrived face to face with my tanks and then went on to its assigned position (spotted for just a second), no feedback, just a funny anneectode - Perhaps you could give a more cautious move order to the StuG and make its facing (upon reaching its destination) dependent on the Triggers that were activated by the Soviet tanks. In my run, he was facing the wrong way. - I think the mission could use 0-5 minutes of Variable Extra Time. I quite liked the scenario, but I think it might be better for H2H play.

    Good feedback and all, but it is very hard to script a competent AI that can react to a player with two choices of attack routes in an intelligent fashion. At least without loading it up with units on both routes, which I don't want to do, since I want the scenario to stay viable for H2H play. On the plus side, the result means it wasn't a complete wash in terms of difficulty. Any tips for creating a better AI on the defense?

  12. On 7/27/2017 at 7:27 AM, John Kettler said:

    Is the tank static? Steve has flat out said there is no dynamic cover and, I believe, none coming, either.

    Moving tanks deflect small arms rounds in CMx2 and have since day 1. Putting AFVs two abreast on narrow roads with infantry behind was something the first CMBN players did to push troops forwards while avoiding the hedgerows. I don't know how often that was done in RL Normandy, but it definitely works in-game. Basically anything with any appreciable armor works too, not just full AFVs.

  13. 1 hour ago, John Kettler said:

    Apocal,

    You've been here more than long enough to know exactly what I can and can't, do and don't talk about, as well as why. Now, by "more than long enough" I mean longer than I've been here, which was January 2000! Consequently, you've seen what went down and what was directly asked of me by Steve regarding certain topics. I have rigorously, oft at considerable cost to myself, honored his request. To impute, therefore,  I'm trying, at considerable risk to my ability to stay on the Forums, to slip a verboten post past is untrue, insulting and outrageous. Evidently, what was said, in an article I certainly didn't create, has upset you, but it's your job as an adult to address that properlyand not slam me. I look forward to your public apology when I get done showing you and everyone else just how real the basis was for that article.

    I'm not upset. I read your opening post and didn't have an opinion on it when posted. I wasn't (and am not) saying in this case what you're posting is bull, I was just relating the history of why some posters (including, but not limited to Squarehead) are rather short with you. On deeper review, the article is just an article to me; it has some merits but I don't find it compelling enough to form an opinion one way or another, given that there is a hysterical material published about Russia on a regular basis. I don't think it is outright conspiracy. But that isn't worthwhile enough to be read in a general thread where absolutely no-one asked for my non-opinion on the matter.

    As for slipping back into conspiracy theories:

    On 2/2/2017 at 11:26 AM, John Kettler said:

     It failed, as well, to account for wide scale employment of PSYOPS tech of the most revolutionary and highly classified sort

    I don't mind as much as other people, but come on...

    I wish we had functioning mind control. I would have used it on my boss to get out of working parties.

  14. 5 hours ago, sid_burn said:

    That's an unnecessarily rude comment don't you think? I have no idea what this thread has to do with the game. But starting your comment off by calling someone naïve and ill-informed, then complaining that it ruins the welcoming aspect of the forum is a bit hypocritical.

    Just as background, Kettler likes to peddle conspiracy theory nonsense of the sort very few would find credible or even plausible. We're talking straight up mind control rays, the Poles sending a full division into the Ukraine to fight Russia, the clandestine use of nuclear weapons being used in irregular warfare, etc. He has been told not to do it but every so often tries to slip it back into his other posting. A lot of people get annoyed by it, so that hostility isn't just coming out of nowhere.

     

     

  15. Yeah, I asked for abatises and other obstacle-types years back. As I recall, Steve wasn't actually opposed to them but I guess priorities existed above and beyond roadblocks. It would be nice though, particularly in a Bulge game, to have pre-made roadblocks without needing to do terrain shenanigans.

  16. 3 hours ago, kraze said:

    ..not to mention the outright massacre and complete occupation of Chechnya. In a way that let Baltic states "escape" in time due to Russia being busy with 4 wars at once. FOUR invasions in just FOUR years and those are early 90s, not even modern stuff.

    Uh, if you're implying that Russia started that one, I have a  nice bridge to sell, overlooking the sweetest stretch of Kansas oceanfront you've ever seen. Chechnya was literally invading other regions and running mass kidnapping/slavery rings. Nobody in the world would (willingly) put up with that going on across their border, especially not when they were also getting massive terrorist attacks right alongside with it.

  17. That's a bit more involved than my own process. I simply ran through the scenario a bunch of times in hotseat mode whenever I shifted the points around, seeing what happened with complete victory, abject failure and the two side conditions involved. There were about a half dozen tweaks before I got the Victory Calculator, then two more after. Right now I'm sort of sick of looking at it, so I hope I can upload to TPG sooner rather than later.

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