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Pak40

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Everything posted by Pak40

  1. I agree with Womble. I've had lots of crew injured in tanks, usually from larger caliber guns. Ditto on the 37mm not having much punch once it penetrated. From my recollection though, skirts were in fact meant to stop HEAT rounds. The molten jet stream from a HEAT round was only effective a few inches after the point of impact. A normal AP round, especially if it's solid shot, could easily get past the skirt and impact on the vehicle itself.
  2. Taki, I highly disagree and this is based on many books & first person accounts that I have read. For example, I'm currently reading a book on the La Fiere causeway bridge (in order to make a campaign ). The Germans attacked the bridge with 3 old captured Renault tanks. Two bazooka teams took them out along with some help from a 57mm At gun positioned further back. It took several bazooka rounds on each tank before the crew was killed and the tanks started burning. Seven bazooka rounds were put into one tank before the crew tried to bail. Mind you, the Renault was a pre-war French light tank with about 30-40mm armor. Still, it took seven rounds to KO one of them. I think in this particular attack all rounds were frontal hits, which would explain why it took so many rockets. Bazooka rounds aren't all that powerful. They can penetrate as much as 100mm armor but there isn't really any real punch once they do penetrate - it's just a stream of molten metal. There's not HE explosion once it does penetrate, therefore the penetration has to hit something critical in order to KO the tank (ammo, fuel, engine, crew)
  3. expanding on #1 from your first set of questions: Once you learn about the AI Plans in the editor then you will see why random generated maps are unfeasible. Basically a map designer has to make AI plans for each map, otherwise the computer controlled units just sit there and do nothing. Having randomly generated maps with randomly generated AI Plans would end up in disaster. Your second set of questions: 1. No set number yet - All we know is that the next one should be Brit/Canadian in Normandy. They're are rumors of a Market Garden after that. 2. None announced yet and it's doubtful that they will until a month or so before it's release. 3. See #1 - Hopefully will have brit airborne and should also have more German units including King Tigers, SS, paratroops..
  4. I wish I could help you, all I know is that alt-tab works for me in Windows 7. Yes, having the manual for a complex game like this really helps. I would print it out if I were you. At my office I have a laser printer that does duplex printing and has a booklet mode which really saves on paper. Battlefront is a small developer with a small budget and unfortunately can't develop tutorials into the game. Stick with it thought, the game is completely worth learning.
  5. There have been some posts on this topic with good information in the past: Link to thread with small arms penetration
  6. Yea, what hoolaman said. It has to be done from a spotter. Even if done from a spotter you still might have a trajectory issue if you're too close to the house. Remember, CM tracks the trajectory of each round.
  7. Yea, I should discount everything I've read also. Silly me. Of course, your example of Arnhem and any other urban combat trumps what I said - there was very little option but to occupy buildings. All I'm saying is that your statement that soldiers always defended from houses is not true. It depends on, as you say, tactical necessity but also the building itself. It depends on what the building is made of, if it even has good firing positions etc. Rural Normandy is especially the kind of area where lone manoirs or farmsteads become obvious targets and windows become bullet magnets. Defending from slit trenches and hedgerows were often a better alternative.
  8. Each U.S. Infantry Regiment had a company of 105mm Howitzers. PG regiments had similar gun companies or 120mm mortars. These assets were certainly available to the platoons but had to travel up the chain of command, and I think that is modeled well in CMBN even though I often complain about the amount of time time it takes to call in artillery. I think the U.S. has the advantage here with the handie-talkie radios dished out to platoon leaders and a more liberal supply of ammo that might be granted to the lowly lt. Cheers to that.
  9. Well, if my memory serves me correctly they actually have added features in patches in the past. I'm not saying they're going to do it for CMBN but it's out of the question.
  10. I think you can set barrages within 50 meters radius of TRPs to get their benefits. And if you're doing a line or area barrage, I think both placement points must be within the 50 meter radius.
  11. You mean the effort such as buddy aid and the acquire command?
  12. interesting, I think you've found a small oversight.
  13. 1. Not positive about this but I have a theory. One of the two guys is running slower either because he's injured or is carrying heavier equipment. The other runs ahead and the pathing AI realizes that he's left his buddy behind and then goes back for him. 2. Another theory:Many people have run into this issue, myself included. I think most people tend to think that the closer we get our squads to the pillbox, then the more likely they should use their grenades and satchel charges. However, it's quite possible that the TacAI will not toss a grenade because the explosion could in fact harm themselves. Maybe try moving the unit about 20m away? It's worth a shot. 3) First, make sure the two MMGs are in the same platoon. If not, then that's problem #1. Second, give the empty MG a target command (area fire if not a real unit). Make sure the knocked out MG is right on top of the empty one and leave him there for a while. If you still don't see any transfer of round then I'm stumped.
  14. Stoex, c3k was just asking if the 2nd round has fired before the first landed, he didn't say that it did. I have used the mortars a lot in the direct fire role and have yet to see this issue. In fact, it's a non-issue so let's drop it before any nasty rumors get started. As for the 2nd spotting round being more off target than the first, I think I've seen this happen before. It's an odd occurrence for sure and in all probability shouldn't happen. However, I do recall reading Eugene Sledge's autobiography where some of the mortar charges got wet from the rain and caused the rounds to fall short. I think this was depicted in a scene in HBO's The Pacific.
  15. Any unit with demo charges can breach wire. It doesn't matter if it's an engineer/pioneer unit or not. Why would it? a demo charge is a demo charge.
  16. If you don't like the delays then your best bet is to split the squad into 3 units before going through the gap. Have them go though at different intervals with different objectives. It's not idea but probably best given the tools we have.
  17. Sorry Michael this is one time where you not quite right. I use Quick all the time through the hedgerow gaps and there's still a terrible tendency for lining up in single file. Von Kleist, I haven't had time to test this but I suspect if you put a way point just on the other side of the hedgerow gap, then the squad will pause and wait for all of it's men to arrive before moving on. This will give them time to space out before crossing the field. Also, I've also been in the habit of splitting squads when advancing within sight of the enemy. Obviously it's more upkeep but let's you really spread out your squads in dangerous situations.
  18. Quite honestly this should have been implemented in the game. Every U.S. squad was issued wire cutters. It could have been implemented similar to the engineer's command "mark mines" only it would be an available command to every infantry unit.
  19. There is no mention in the manual of the reliability of the radios but historically they were quite unreliable in congested terrain. I suppose BFC has modeled this to an extent, but I'm not sure if the modeling actually takes the terrain into account. Read more here about the U.S. radios.
  20. The worst mission was the final mission in the Panzer Marsh Campaign (if you lost any of the previous missions). **SPOILER** Honestly it was a pointless mission where you had retreat, i.e. an attempt to exit as many as your troops off the other side of the map before they are slaughtered in the open. The Americans are closing in on them from four corners and have the high ground, lots of preregistered artillery that will kill half your force or disable their transportation within the first two or three turns. You basically have no choice but to die - it's a pointless and depressing battle.
  21. I'm sure you could but aren't wheelbarrows part of the flavor objects? Vines and trellis might be nice touch.
  22. Thompson, I think he was responding to Wodin's comment. You can exit more than 1 unit at a time. They will disappear after a few seconds so that you can move more units into the exit area.
  23. That's pretty much how it works in real life. If the enemy knows your're coming, and they usually do, then you wont know where they are until shots are fired. Scouts are expendable, always have been. Their sole purpose is to draw fire and if possible spot the enemy. I do agree though, that sometimes, even after your scouts have been fired upon and having other units in overwatch, enemy positions are not revealed - not even with ?. This doubly goes for night time battles where muzzle flashes should be dead giveaways.
  24. 1. Yes indeed. 2. No. The unit will face the general area that you set the arc, but other than that they should spot normally(unless you also set a hide order).
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