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Joachim's Achievements

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  1. You need to go to the task manager, then "details" Tab, find CMBB there, right click for the context menu and then go to the 5th item ("Zugehörigkeit" in German, just below "Priority". Probably "Affinity" on an English Win 10 version?). There you can find the option "all processors", "CPU 0", "CPU1", ... (pic below, but in German) You need to run CMBB on only one CPU. Typically CPU 0 und CPU 1 worked for me. The map editor takes ages to open, as does shifting the map or switiching to "sezup zones". But it worked. I bough a cheap version on GOG.com, they are specialists in getting to run "old" games - that saves me that hassle now. But the map editor is still so slow.Currently EUR 5.49 (that's 6$) . Sometimes with a rebate.... kind regards Joachim
  2. Though I can understand that e.g. an attacker has a time limit to reach his objective, the standard defender should not be stopped by some bell that rings for the attacker. So in certain types of battles - or for certain types of players - there should be no battle length at all. Or the defender should be able to add overtime for his counter by clicking a button... But no time limit might make the game a bit boring to some players. Just about as boring as 120 turn battles where the attacker has lots of time to do proper recce. Imagine you being on the defense and not seeing any enemy for 30 turns.... The time limit is there to enforce some action. The overtime is to avoid last minute flag rushing. Both are far from perfect. They don't fit each and every possible CM battle. But IMHO both work in the majority of cases. There big advantage: They are simple and there had to be a simple solution for a (relatively) small problem. IMHO the 30+x was preferred to the 35+/-x because too many people would plan on 35 turns with the latter and complain about early endings. And despite being a mathematician who should be able to rationally expect that it was possible, I still wouldn't like to see a battle end after 25 turns when it says 35+/-x. So I prefer the 30+x approach. It's 30 turns. And maybe some extra. But don't plan on it.
  3. Well.... it was the same in CMBB. Might be that the guy with the automatic or the guy giving orders are priority targets for the shooters - especially for the snipers among them. Officers do get an inappropriate share of hostilites since 1776 (Cf. "The Patriot" ) If you were the SL, short of opening up on an unsuspecting enemy squad - what would be your orders? "Fire at will" or "Hold fire till Joe Marksman, Johnny Bar or me opened up, then give them hell!" And what would be the assigned priority targets for Joe and Johnny? Losses of NCOs and junior officers in the Wehrmacht were a problem. Looks like they got more than their share. I doubt it is different in other armies that lead from the front.
  4. Consider erasing anything but the actual battle map and the FO locations if processing time is crucial. If you just want to confine a battle to a smaller part - add water around that part. Limit setup zones. No honor system necessary - except for not targetting the FO locations, which can be verified easily.
  5. It is interesting to note that most of the German losses effectively occured in 2 failed all-out attacks gambling on "now or never" in a time when the war was effectively lost for them. A pretty small and biased sample. The Soviets weren't presented those occasions after '43. They had to do without help from the enemy.
  6. With HE, close counts. The thinner the armor, the worse. - Large HE rounds can kill nearby vehicles. - AP rounds with large HE charge (ie most Soviet AP) can kill nearby vehicles. - A tank brewing up, with all the ammo inside going "bang" can destroy a nearby tank. And in your case, it looks like the really big bang killed the 2nd Wespe, not the 122mm round. I had a T34/76 hit a Marder which brew up and killed another Marder 20m away. (Well, actually I had the Marders ) In RL, tanks don't bunch up. There is proper spacing. Put your Wespes at least 30m away from each other - but even 30m won't help sometimes.
  7. Well, did they at least occupy the foxholes? I don't even manage to deploy more than 3 men into foxholes.
  8. Well, any hit on a tank with some HE (and there usually is HE in AP) gives a big bang. So internal armor flaking or just the concussion might injure some crew members and thus persuade the crew to leave. A partial penetration might also see some HE delivered into the tank - enough to destroy critical assets. "Knocked out" or "destroyed" does not necessarily mean the tank is damaged beyond repair (or: TWO, total write-off). It probably just means the crew won't enter the tank again before something outside CMx2's scope happens.
  9. And SR-2 even works for spotting HQs w/o radios???? I couldn't believe it, but: Put some A/C along MS-A, place SHQ away from any radio and still SHQ can spot for MS-A. SHQ has no C2 to PHQ, but C2 to CHQ, which is 300m away and out of LOS. So SR-2 holds for spotters w/o radio. Looks a bit buggy to me. BFC, fix it or sumfink Well done, R-T.
  10. In CMBB or CMAK units with "hide" spotted really bad. If they don't spot anything, they can't react to it. For squads hiding in woods or at night the first sign of the enemy often was incoming. CMBN is in line with that. Hide means hide - not "take cover". In situations as depicted in CM - the enemy is already close - any soldier will take cover and hide as good as possible vs the eyes of the enemy while still trying to have some situational awareness. That behaviour is most likely modelled in CM. Hiding makes sure a squad really keeps all of their heads down. Did you always stick your head out when playing hide&seek?
  11. Sounds on par with the classic "hand grenade shoved into the barrel" approach.
  12. Problem: Setting up as the defender in dense terrain is a PITA. 2 reasons: a) Checking LOS HMGs or ATGs have one powerful, important weapon. It does not matter if some rifleman in the crew has LOS. Imagine an ATG setting up to control a road, firing straight along that road. You can either put it into the middle of the road - works fine with CMBN while setting up, but not during play. So you put it a bit towards the side of the road. Wanting to place it so it barely is into the road and half of the incoming will hit the house or hedge 10m ahead of the gun. Of course it gets a trench. I'd even spend 2 of those to fortify the sweet spot. Now you get a grey line to where you want to hit. But does that mean some rifleman has LOS? Or all but 1 riflemen? If the whole crew has LOS the target line turns blue - but then all of the crew are exposed and will die fast. Eyeball mk1 is the only help to judge whehter the important weapon has LOS.. But it sucks to evaluate 3D situations on a 2D screen. And then we have the next problem: Exact placement for guns or HMGs. Placing the gun exactly on a given point does not work. Some AI tries to evaluate cover and then spreads the crew. It shifts the crew around depending on facing. But some crewmen should be more equal than others. Cause if some crewman has good LOS to the intended field of fire it should be the crewman which operates the important weapon. And: If a crewman gets good cover, it should be the one operating the important weapon. Same problem for squads: It is pretty annoying to have a 5-men squad in foxholes. Well. 3 of them. Guess who has the worst cover? Guess which weapon has the worst LOS? Splitting up works - but if the squad joins again some idiots will start to crawl away from the perfectly placed squad LMG position covering the break in the bocage. Solutions: 1) Tweak the "placing AI" to take care of covered arcs, not just considering cover - issuing CAs doesn't influence beyond facing right now. That's the complex solution 2) Place HMGs or guns on the selected pixel, not somewhere in the selected tile. Maybe even do that for the important wpn in a squad. That should be easy. If you also want to keep the current system - use the shortcut for "normal movement" to place as is, and the shortcut for "slow movement" to manually place the weapon in the exact spot. If that spot is in bad cover, the operator can still crawl away, indicating that he has his own mind.
  13. Once 2 trenches are in adjacent hexes, the trenches will join and the facing will change. But the facing won't be sticky. Even the form of a trench will change, e.g. if you put 3 trenches into a V-pattern.
  14. Well.... what about the next module: "It does snow in september"?
  15. Place a waypoint where you want to check LOS from. Select the waypoint and then plot a target from there. Check LOS with targetting tool, then delete the waypoint.
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