Conscript Bagger
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Posts posted by Conscript Bagger
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Since you didn't ask specifically for books about the ETO, I'll recommend Dick O'Kane's "Clear the Bridge!" as an eye-opening read on sub warfare.
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I remember reading either in the manual or here on the board that an AFV under area fire orders will stop shooting if friendly troops enter the vicinity of the aiming point. Don't know what happened with that one you gave direct fire orders to though.
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But weren't the troops invading Norway offloaded in port because there were no landing craft? I could be mistaken. But if so, that's pretty different from opposed beach landings.
And CombinedArms, interesting theory re. Italy and Japan lending naval support. But I wonder how eager the IJN would have been to strip assets it needed for its own upcoming operations in the Pacific, and any Italian invasion craft would have had to steam slowly past Gibraltar...
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One difference between daisychain and normal mines (both AT and AP) is that the "invisible" ones have a greater coverage area - they're about the size of one CM tile (20m on a side), while the daisychains are only wide enough to span a road.
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I like the idea of requiring each HQ to be in command of the next higher HQ, and I agree that for this to be workable, company and battalion command ranges must be longer. The only problem would be making sure that in a smaller game where there was no battalion HQ present, the company(s) in your force didn't suffer the penalty for being out of command.
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If "before you start" means before purchasing units for a QB, then no, you can't. (Of course if you're creating a scenario, you just click the "Preview" button in the editor.)
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I thought they did, in the southern hemisphere anyway... maybe argie or one of our Aussie friends can tell us for sure.
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Sheesh, you could've at least saved me the trouble of debating by saying straight off that you knew what you were talking about
So let's have it, BTS - a chance for catastrophic detonations whenever guns get shelled!
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<blockquote>quote:</font><hr>Originally posted by Scipio:
Well, you should ask yourself : would I take a handgrenate, throw it into a bunker full of artillery shells and wait to see what happens?
Artillery can kill a tank. It can also bring shells to explosion. <hr></blockquote>
Of course I wouldn't. I'm not disagreeing that an explosive round going off near a bunch of other rounds could set them off, just wondering how likely it is. First, it's not happening in a confined space like your example; second, I suspect explosives are less delicate than the A-Team would have me believe If somebody knowledgeable comes on and says "artillery shells can be set off merely by looking at them funny" then fine, I've been educated; I'd be the first one to enjoy the sight of ammo piles going up in-game like a Dutch fireworks factory. All I'm questioning is whether it's likely enough to bother putting in the game.
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I'd like to hear from some of our resident arty vets... granted it's possible for a hit to blow up the ammo pile, but how likely is it? These are self-contained shells, not open kegs of black powder laying about. Wouldn't it take a sustained fire heating up the ammunition, or maybe a chance hot fragment that penetrated the casing and ignited the HE... but that's only one shell, and I've also read in one or two places that explosives are more difficult to "improperly" detonate than laymen like myself are inclined to think.
I await the wisdom of some gun-deaf veteran...
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<BLOCKQUOTE>quote:</font><HR>Originally posted by xerxes:
arty is better in the snow
<HR></BLOCKQUOTE>
Do you mean because infantry are slowed down and can't get out from under the barrage, or is there some added effect that nobody's mentioned before now? I'm interested to know if CM takes anything into account besides the exposure rating of the terrain.
Maybe this is a case of RTFM; I'll check when I get home.
[ 10-22-2001: Message edited by: Offwhite ]
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<BLOCKQUOTE>quote:</font><HR>Originally posted by russellmz:
and the same for bocage and walls: you can make entrances BESIDES the one open tile one by getting the angled one and the straight one:
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<HR></BLOCKQUOTE>
And I'll add my favorite technique of using woods tiles that are one eleveation higher than the adjacent bocage. The woods provide cover, the elevation difference keeps LOS blocked between fields, and there is always a small gap between the bocage and woods where a vehicle can slip through (if not on one side, then the other).
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I always tell a new PBEM opponent that he has to synchronize his armor mods with mine by hitting shift-V at the start of the game.
alt-U works too, but the pleasure is much shorter lived.
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<BLOCKQUOTE>quote:</font><HR>Originally posted by HansStuck:
Thanks for the info but IRL in WW2 a tank would take out an AT gun with a couple of rounds!<HR></BLOCKQUOTE>
As they very often do in the game. Keep playing, you'll see everything but the kitchen sink eventually (and even that's rumored to be in there somewhere).
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<BLOCKQUOTE>quote:</font><HR>Originally posted by Pvt. Ryan:
Dogface, BTS stated that the release of CMBB will be announced by e-mail to each member of the forum starting with the lowest member number and working up. They will have 6,500 copies printed in the first run with 10,000 more copies to be available about a month later. So just relax and wait along with the rest of us.<HR></BLOCKQUOTE>
"Hey Upham [and everybody else], careful you don't step in all the bull****!"
Nice one, Ryan
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I've never been able to kill anything with a PF or rifle grenade when I was trying to. When I've seen them fired, which is in maybe 1/3 of my games, it's usually from a hiding squad that has an AFV unexpectedly appear and drive blindly by. I'd say don't count on them if you're defending, but don't count them out if you're attacking.
Dogface, the PF was a shaped charge that fit on the end of a tube, and it was a one-shot throwaway like today's LAW rocket. I'm sure someone will post a link or picture to save a thousand-word better description. As for the rifle grenades being phased out, I don't know when they were, but I wouldn't be surprised to hear that they were used up to and beyond the introduction of grenade launchers like the M79.
[ 10-16-2001: Message edited by: Offwhite ]
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at www.gamesofwar.de you can order topo maps covering most of Europe. The one I ordered cost about $22 I think; might be a little steep if you're not sure you want to do a lot of scenario design (then again, if you ever go to St. Lo, you'll have a map).
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Also note the difference between "antitank mines" and "daisy chain antitiank mines" on the purchase screen - the daisy chain variety represent a hasty emplacement laid on the surface, and is visible once the enemy comes close. The other kind are buried and remain invisible until one goes off, like Kingfish said. Other people have said that engineers can spot hidden minefields nearby, but I haven't ever seen it in a game.
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Heh heh, Phil's right... I've stubbornly stuck with the standard grass, but the existing mods are a beautiful thing. Seeing a new mod for the first time can be as satisfying as a well-executed ambush. The number of sites hosting mods continues to grow; while you wait for the game you should be downloading mods 24-7 (hope ya got two phone lines or something). Check the CM Webring (there's a link on the Battlefront main page) and start droolin'.
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<BLOCKQUOTE>quote:</font><HR>Originally posted by Albow:
...my grandfather fought with the Queens Own all the way from the first wave on Nan beach to far over the Rhine.<HR></BLOCKQUOTE>
Has he shared his experiences with you? Many of us here love reading first-person accounts if you don't mind typing them.
(Oh yeah, and welcome.)
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It will also weaken an opponent's cry of "gamey" if you use them as they were historically deployed - with groups of panzers or other valuable vehicles from mobile divisions (infantry divs mostly used towed AA).
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<BLOCKQUOTE>quote:</font><HR>Originally posted by Brian:
That may be what they were trained to do but I would suggest they were not trained very well because in reality they tended and still tend to, blaze away at everything in sight.<HR></BLOCKQUOTE>
IIRC, Doubler ("Closing With the Enemy") says exactly the opposite - because of their training, US troops new to the theater tended to wait for a visible target to fire at, and therefore were not effective at suppression.
<BLOCKQUOTE>quote:</font><HR>Actually, I have real problems in that there appear to be no section LMG's,
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Another problem with the way in which MMG's and GPMG's are handled is that they are dipicted as having only one man crews. Both in fact usually had at least 3-5 man crews (and needed them, too!).<HR></BLOCKQUOTE>
If you select virtually any squad in the game and hit Enter, you'll see that they have squad MGs - MG42, BAR, or Bren. Also, that one man in an MG crew is only the graphic, just like the three-man squad is only a graphic. MG units have anywhere from 2-6 men in their crew, depending on the weapon.
[ 08-16-2001: Message edited by: Offwhite ]
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According to MacDonald in "A Time for Trumpets," U.S. forces had such an overabundance of transport that the only men who rode four to a jeep (one in each seat) were German spies.
A look at American highways today will show that little has changed in 57 years...
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Not sure about the control issue; how close are your troops to the flag at the start?
To designate your objective, pick your highest-ranking officer in Setup (should be unit A-0, probably a company or battalion HQ) and open the orders menu. I don't remember the exact name of the order, but there's something like "Pick Flag" on the list. Select that order and click the flag you want to go for.
German Combat Mission Review
in Combat Mission Archive #3 (2001)
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<blockquote>quote:</font><hr>Originally posted by Rollstoy:
Quoted from the review:
When was this feature added :confused: <hr></blockquote>
Does the reviewer mean it's a weak point in the game, or a vulnerability that your opponent can exploit? I hope the latter...