Jump to content
Battlefront is now Slitherine ×

Pak40

Members
  • Posts

    2,199
  • Joined

  • Last visited

Everything posted by Pak40

  1. If you have the game installed then you should have the printer friendly version on your machine. It's made for booklet printing if you have that option on your printer drivers. I'm not sure why you would need to mess with the borders.
  2. Air support in the beginning days of Normandy was non-existent to rare at best just because of the mass confusion of drops and where the front lines were. I suppose it was more common as the campaign went on especially on offensive operations that were planned and prepped ahead of time.
  3. IIRC = if I remember correctly If you are talking time limits to complete the mission at hand, real-time is more efficient. It allows you to move units without waiting until the next turn. Some people have complained that some scenarios don't have enough time to complete the mission in turn-based mode. However, it seems that your post may actually be about effectively controlling many units in real-time vs turn based. There is no doubt that turn based mode allows you to better know what is happening on the battlefield. The ability to rewind, zoom to a location, and replay every different angle of all of your units will help you understand where and who your enemy is. I never play real-time for this reason unless it is a smaller battle(company or less) where I can control and see all of my units.
  4. Have you tried to Cease Fire? If you're sure you've met all of your objectives and you you're sure that only Allies are on the map then you can safely Cease Fire. Save your progress before you do it, just in case. Most likely, yes. The enemy AI will surrender in some cases where it's global morale gets very low.
  5. MikeyD, I have the same issue and it can be quite annoying. Maybe you can lobby Steve to add a toggle key to turn the pan/rotate off at the edge of the screen. It seems like you, I, and many others just use the left/right click on the mouse to navigate - if one does that then there is no need for the edge of screen pan/rotate.
  6. Yes, this needs to be addressed by Battlefront, IMO. The section HQ should not have to be within shouting distance of the mortars if the platoon HQ already is. The platoon HQ is the one that has the radio and therefore should be the one that matters. I was very frustrated until I figured this out - and I probably never would have figured it out if it weren't for a old forum post that I barely remembered reading months ago about this very same issue.
  7. Here's my basic tactic in bocage fighting with U.S. infantry, step by step: 1. Move up a two man scouting unit to a new hedgerow. Let him engage enemy in order to draw fire from all possibly enemy units. Yes, you're using your scout as bait to find out where the enemy is hidden. 2. While the scout is finding new targets, move up MG, squads, and mortars in sneak mode to get into firing position along this new hedgrow. MGs and Squads are there for 2 reasons: keep enemy fire off of your mortars and to provide some suppression. 3. Deploy the 60mm mortar or mortars asap. By the time it's setup you should have at least 1 target or ? visible. You will want to do a direct fire on the action spot closest to where the ? is seen. Mortars are allowed to target just beyond hedgrows and walls even though they may not have LOS to that action spot. 4. At first the mortar will slowly do a couple or 3 spotting rounds. After this it will fire rounds quickly. I find it typically takes between 6-10 rounds on target to neutralize a half squad of men. Keep track of how many rounds are fired because they go quickly and you have a limited number. 5. If there is more than 1 target along a hedgerow, then switch to the new target after 10 rounds. 6. Once all known enemies have had 10 rounds each it will be relatively safe to move up scouts and/or squads in Assault mode. You can use other squads to provide area fire on the ? just to make sure they are suppressed if still alive.
  8. Awesome. Glad you're enjoying it. Now quit wasting time posting and get back to playing!
  9. 2. Just to clarify Poesel71, there is a hedge which can be run through and driven over by all or most vehicles. Then there are TWO bocage types: High and Low. Both are impassible by men and vehicles - these are small earthen walls with thick shrubs and trees. Tanks would get stuck trying to go through them. Small gaps let men through the bocage. You can have men with demolition packs blow a hole through them if needed. 3. In conjunction with what poesel posted, you can attach a covered arc command to a waypoint or do it at the beginning before you place any waypoints. The tank will face it's turret to the center of that covered arc. 4. After using your infantry to spot enemies in the next hedgerow, Try moving your 60mm mortars up to the hedgerow, deploy them and then, use direct fire to eliminate positions.
  10. I'm pretty sure the Hide button is lit up when the unit is selected.
  11. Smoke mortar tubes. The icon depicted is typical of a German mortars which spread out in fan-like area to provide a nice screen to protect the tank. I think some American tanks either had a single tube accessible from inside the tank or the crew had a handheld 2" tube to pop smoke out of a hatch.
  12. Unfortunately this is a small weakness of the game. Soldiers cannot "peek" around corners to squeeze of shots, they have to be moved to the action spot around the corner which will leave them exposed. I personally would give the team 20 seconds pause once around the corner to make sure the shot gets off, but this depends on how much infantry support the tank has. My best guess would be to use Quick to get your team quickly around the corner, pause 20 secs so they have enough time to take a shot and then Quick back around the corner. You can use the armor arc but I don't think it will make much difference unless there are a lot of enemy infantry around, in which case your AT team will probably get killed or suppressed anyway.
  13. MG34 was used in tanks because it had the round barrel and could easily fit, IIRC. Otherwise I'm sure they would have switched to the MG42. I'm sure the infantry in these units used all MG42 at this point in the war.
  14. Yea, and there were 4 campaigns, 2 training and 2 larger ones. IIRC
  15. Yea, I agree with fixing the foxhole spottability but it would be nice and realistic to add the camo item. I'm sure it'll never happen but I can dream, can't I?
  16. That was the Priest, so nicknamed because of the pulpit like compartment that stuck out of it. Anyway, I think it was in the armored artillery units.
  17. True but the fact remains that it is incredibly easy to spot foxholes. I think BF should add a new purchasable defensive item called "camouflage". It would be a separate item from foxholes so that you can camouflage other things as well (sandbag walls, pillboxes, etc.). You would place it in the same 8x8 action spot as the object you wish to conceal and it would add make the object about 50-75% harder to spot. To the opposing player it would look like the same in game shrubs.
  18. It should fall down to sandbag and no sandbag types of foxholes. The whole sandbag thing is really overblown in CMBN. Except in very static conditions, foxholes were quickly dug, then the unit soon moves to another location, then they dig more foxholes. If the unit was in the same place for more than a day then I'm sure they'd start improving the conditions of the holes and dressing with camo, but even then sandbags were probably a luxury.
  19. As mjkerner has stated, an action spot is 8x8 meters. However, to judge distances better I often use the target command from one unit and 'draw a line' to other units or to spots on the map to get the distance. Select your subordinate units (squads, mortars, etc..) and look for the C&C icons. C2 methods are divided up into different groups and displayed in the Unit Info Panel: The methods, from left to right, are: Visual Contact (units within LOS of each other) Eye Contact - close proximity Eye Contact - distant Audio Contact (units able to hear each other) Voice Contact Radio Contact
  20. It took a little bit but I figured it out. GIMP by default was exporting the .bmp with "color space" information. When exporting to bmp, you have click the Compatibility Options + then click the check box to NOT save the color space info.
  21. There is a minor glitch that I'm seeing with the map overlay feature. The very right side of the bmp is actually appearing on the left side of the map. It's only about 1/30th of the bmp so it's not a deal breaker, but I just wanted to know if others are seeing the same glitch?
  22. Timmy, I remember your first post back in November when you were frustrated because you thought there wasn't a manual. You've obviously learned some patience, but with a little more patience and detail about your issues maybe we can help you out so you can enjoy the game that you've spent your hard earned money on. Please answer the follow questions I have about your original post and I'll try to give you the best advice that I can: I'm guessing that you're talking about on board mortars? If so, how are you trying to fire them? Directly or with a spotter through the Artillery interface? C&C is really quite simple. It works much like real life WWII command and control. In other words: an officer needs to be in communication with his troops in order to effectively command them, influence morale and leadership etc. So how does one communicate in the 1940s? A leader can communicate either by voice (more effective) or by visual line of sight to the subordinate units. Voice communication is most effective when within about 50 meters or so, beyond that and both units will need to have radios or be near another unit that has a radio. Two issues with radios are their unreliability: Sometimes they'll randomly not work, and if the unit is walking or running then they cannot use the radio. Why all this hassle with C&C? Because it's critical to any combat environment and if you're a serious combat gaming company such as Battlefront, then you'll want to make it as realistic as possible. Proper C&C modeling allows proper combat simulation: for example, if you play the CMFI demo you will see that the Italians had terrible C&C, party due to the lack of any radios and partly due to their command structure within their infantry units. You will see the HUGE advantage that U.S. and British forces had over Italian units. I'm not sure what you're complaining about here. Are you having trouble manipulating the camera controls? What do you mean by "finding the spotter...if there IS one.."? I'm not aware of any independent game company that does allow returns. You're not the first I've seen ask for returns but I can tell you they're rare and that many thousands are very much enjoying CMBN, have bought the add-ons and CMFI. These are the best WWII realistic tactical games on the market. The sales, continued development, and activity on this Forum are proof of that.
  23. Nah, that post was quite old - before the patch came out that smoothed out the camera controls. Using the keys to move around before that was kind of jerky and not too friendly.
  24. That's how the fog of war works in CMBN. Your units can sometimes see enemy units but are unclear of what they are. For example, they'll see some movement behind a hedgerow but can't make out any definite shapes or confirmed contact. Likely, if you leave your scout where it is, it will eventually gather enough intel to determine what the ? are. Welcome to CMBN and have fun learning the game. It can be a steep learning curve but in the end you'll really enjoy the tactical realism the game has to offer.
×
×
  • Create New...