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Joachim

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Posts posted by Joachim

  1. If you think the AI "cheats", let it work for you. If the AI targets crack and HQ even if the hit probability is lower, then it will be those doing the overwatch in hull-down positions.

    OTOH I remember two '41 QBs (v1.02 or below)where I had green/regular Romanian tanks (those slow ones with 2 man crew, 37L21 gun but thick armour) in the first line with a veteran/crack PzIIc, IIIg and IVe in the second line about 50-100 metres back. The poor Romanians took the incoming - but usually survived 45mm and 76mm fire with their thicker armor - while the German tanks run out of ammo doing the kills on ranges above 500m. This experience suggests that the AI is not cheating - it acted pretty dumb on this occassions :D . Even a SdKfz231/8 scored some BTs from that "cover". Had I done the targetting for the Soviet guns, I know what I would have shot at :rolleyes:

    Gruß

    Joachim

  2. Some (lightly) wounded come back during the operation and are not counted as wounded afterwards (except if they get wounded again till the end). You can see this when comparing the losses of single squads at the end of a battle with the begin of the next.

    Gruß

    Joachim

    [ May 19, 2003, 04:13 AM: Message edited by: Scarhead ]

  3. Originally posted by Biltong:

    </font><blockquote>quote:</font><hr />Originally posted by Scarhead:

    ....If armor rocks, then ATGs are paper, while inf is scissors. Move slowly. ...

    If you learn to be patient, you will loose less forces, but usually achieve a victory. There is no need to capture all flags in 15 turns....

    Exceptional support Joachim - best I've seen in a long time. Well done smile.gif </font>
  4. Originally posted by j0ker:

    Onto my Question: on my last battle, I encountered an entirely unexpected event: I was defending very well vs. an Immediate Allied Assault, and my morale number actually started to RISE a point or 2... I haven't really looked over the whole Manual yet: is this possible, when there were no squads re-forming? anyone else seen their Morale rise inexplicably during a battle?

    Pinned, panicked or routed squads have less morale than squads that are ok. If several of your squads have beaten off the assault in their sector and now don't see a threat anymore, morale goes up. Just what you would expect in RL.

    Gruß

    Joachim

  5. Originally posted by Andreas:

    * For some weird reason I fail to understand Korps between 45 and 49 units would be referred to as e.g. XXXXVIII. AK, instead of XLVIII.AK. I think.

    The weird reason dates back a few centuries. In Latin it is possible to number CM or DXXXX. Maybe that some Romans or some monks during the dark ages were unable to subtract? Or just because "judex non calculat" and the lawyers invented their own numbering system which attracted the military because it is more simple?

    Gruß

    Joachim

  6. Originally posted by Hans:

    I understand that the Germans numbered their companies 1-12, etc.

    If they had mixed sub-units* moving about, the US might have name them force 'able', 'baker' etc. Would the Germans have commonly called them by numbers, letters? Or as they did historically with the commanders name like kampgruppes?

    *Platoon and company (-) sized

    Thanks

    I'd go for either

    a) the commander's name,

    B) the core unit (if you have most of 2nd Co with some attached units and 2nd Co HQ is in charge, it will likely be "2nd Co takes the village. support comes from.... And the support is usually not mentioned)

    c) any colour or any name made up on the spot. Only restriction is that the names have some relation. In late war, any "heroic" names (e.g. prominent generals of the past etc.: Blücher, Gneisenau) will do fine.

  7. Originally posted by 88mm:

    </font><blockquote>quote:</font><hr /> Did you emerge from the smoke screen, or did you establish covering positions for your next advance just before the smoke settled?

    emerge? you mean, just pass it through? yes/no

    I rush (fast forward) with all Vehicle/armor just behind the smokescreen. Then unload and positioning my stuff. Only thing is, sometimes you still get shot at, and then my respons is to try to konck it down, send some more tanks to support (not too far forward but still). So my "overwatch" isn't ready yet, it's in the make. Am i making it to far forward?

    </font>

  8. Originally posted by 88mm:

    Battle-report BCR-game2

    well, i am trying a differen tactic now. It needed some "work" :D

    I am moving very slowly and yet am about 300/400 meters away from the closest flag. Don't think i get them all within given time without heavy losses, so i aim for three of them.

    You are learning fast! As a small hint, expect some reinforcements for the defense and later counter attacks once you come close to a flag and the AI has enough strength left. This will cost you some time, but boost your kill ratio.

    Gruß

    Joachim

  9. Originally posted by 88mm:

    This map is really killing me :(

    firts i have to hide every single vehicle, otherwise they are pounded heavily my enemy art.

    Second i have not yet the right tactics to deal with those :mad: damn :mad: At-guns/pill-boxes.

    As scarface mentions, my fault is to rush the armor too far forward. But the problem is i can't manouvre my infantry/MG-guns/mortarts in a good position without heavy losses....

    Last try started well, but it all fails when i reach the "jump-off" spot (some nice covered tree's) Again most of armor K.O. and some SPW's. Enemy loss sofar 5 guns and a pillbox with some inf. turn 14 of 35 and score sofar 12/45%

    Think i let my troops in cover and bypass this nigtmare :D

    I used 1 105mm for smoke, the rest 2x150/2x105/2x81morShells HE , just pointed in the area of attack where i suspect enemie-precence, delayed with 2/3 minutes, to make my inf. catch up and suprpise the shocked enemy. Still, i do something seriously wrong. Biggets trouble is to get those nasty (cheap-field 81mm/50mm)mortars in position to do something usefull :(

    </font><blockquote>quote:</font><hr />quote:

    --------------------------------------------------------------------------------

    Originally posted by 88mm:

    [...] in the excel-sheets i see favor-points for KO/Aban. Mortars. In Biltaid i find nothing of it (mortars).

    --------------------------------------------------------------------------------

    It is there. First panel of general AAR results. Mortars are counted for Favor computation

    Oww, sorry. That's not exactly what i mean. I mean the sheet where you fill in the results for your single units. Anyway, it isn't there, but i see in the Excel-sheets why;

    All the Units listed below gain 1 Experience Point for any number of Allied Casualties caused.

    In addition to the above Experience Point they can also earn one extra Experience Point (maximum) for

    additional Allied Casualties caused from and including the specified number below:

    CO's: 5+ Casualties; Squads: 12+ Casualties;

    Tank hunter & Flame Thrower teams: 5+ Casualties; Sharpshooters: 4+ Casualties

    LMG's: 7+ Casualties; HMG's: 14+ Casualties

    Mortars 50mm: 5+ Casualties; Mortars 81mm: 15+ Casualties

    Guns smaller than 40mm: 8+ Casualties

    Guns from and including 40mm up to and including 74mm as well as 37mm flak & 20mm quad

    flak: 15+ Casualties

    Guns greater than 74mm: 30+ Casualties

    So for a small Mortat a add 5 bonus-points to the casualties (inf) ? and the bigger 81mm 15? how about the 120mm then ? That must be worth more...

    Some clearafications; SPW > Vehicles or light Armor ? Pz IIc > Light Armor or tank ?

    and a SPW sp/2 or a SPW FLAK ? </font>

  10. Originally posted by 88mm:

    Well, my 1800 art. didn't helped me much. guess i made some serious mistake.

    My forces were setup for a left-flank manouvre, covered by smoke from 2 105mm art. the first action went well, knocked out one mg bunker which was placed on the utmost left-side of me.

    My Spw's,Tanks and troops rushed to the smokecreen. Unfortunatle i lost 1 Pz 35t underway , a small hole in the screen gave a At-gun the chance to knock it down. turn 4 i passed the smoke, and here i ran into trouble immedietly. turn 4/5 the HE barrage started too, with 2x150mm Art en 2 x105mm art. But my pz. core ran into a screen of AT-guns and MG-bunkers+At-pillbox. Lost all Pz 35t after a fierce shoot-out, 1 PzIIIh and some SPW's.

    After a quick re assembling of the remainder task-force i could push toward to main-flag and fighted for a disappointing draw...

    My infantry were never in a very good position, total overal kill's for my squads/mg's; 50 inf...

    Think i am gonna play battle 2 over.... [/QB]

    Some more thoughts:

    Did you emerge from the smoke screen, or did you establish covering positions for your next advance just before the smoke settled? A smoke screen is a perfect rear slope:

    - anything emerging from it is moving, and thus can't spot well

    - there are no overwatch positions

    - if you move thru it in driblets, you will get defeated in driblets.

    - if you move thru it on a broad front with all units at the same time, the ATGs nevertheless have to range in only once, using the same range for all consecutive targets.

    - Aim your barrage for identified targets. Sounds are usually enough, but make sure you spend 250 points for 35 150mm rounds on targets that are worth those 250 points. Shelling a 25 point ATG with 250 points of arty is not efficient.

    - If you have to duel ATGs with tanks, it is usually better to engage the guns from range, where the guns can't penetrate the armor. If you have at least some tanks in overwatch, you can retreat your forward tanks once the ATGs open up.

    If Inf instead of armor found the guns - even better. If the guns disappear - check your stats if somebody killed them, else use area fire on the probably hiding guns. If an inf marker (crew) appears near the gun, you usually have killed them.

    Gruß

    Joachim

  11. Originally posted by ADK:

    There is other cover closer by, most notably a ridge they could hide behind.

    Seems rather "uncautious" to me.

    Thoughts/comments

    Hiding behind something does not qualify as cover in the CM world. Exposure (as the TacAI defines it) is as if they were in the open. I guess the computational overload for the CPU checking likely hiding places based on terrain height would be just too much to wait for.

    I remember one movie scene where they ( I guess US cav vs Indians) take cover on one side of a little rinse in the ground, receive incoming from behind, switch to the other side, take cover, again receive incoming from behind, etc.

    Otherwise breaking LOS to those firing at you - if they are identified and you are sure they are the only ones firing at you - seems a sound tactic to me.

    Are you sure there are no politcal troops armed with SMGs behind that cover?

    Gruß

    Joachim

  12. Originally posted by Soddball:

    </font><blockquote>quote:</font><hr />Originally posted by Bone_Vulture:

    </font><blockquote>quote:</font><hr />Originally posted by Soddball:

    Can't infantry move through roadblocks? If that's the case, I expect you'd be mighty surprised when 2 regiments of infantry and heavy artillery pour through your lines. tongue.gif

    You mean, two regiments of infantry pouring through the lines to be massacred by enemy tanks, MG's and field guns while your tanks are held off behind a ridge? ;) </font>
  13. Originally posted by markshot:

    In CMBO, squad behind wall behavior was less than optimal ...

    Do squads now know that they have cover behind a wall in CMBB? Or do they still freak out, since they feel that they are caught in the open when taking fire behind a wall?

    Thanks.

    Still crawling away. Though at least pinned or hiding there exposure should be null.

    Gruß

    Joachim

  14. Originally posted by Titan:

    no they cant,ive loaded up a quick game against myself with engineers and JS3's trying there best to remove a roadblock and they cant!!!

    Yes, 2nd this. Had a city battle (custom map) recently and the street along which I wanted to advance my armor was blocked. Glad I had a fallback plan. A plt of Pioneers had removed 2 daisy chain mines ahaed, but the block was too much (they did have explosives left).

    Road blocks are pretty unfair in certain cases. Use AP minefields and maybe daisy chain on roads instead. Very nasty in wet ground conditions, if you just have some minefields near the road

    Guaranteed to delay the attacking armor - as inf won't spot anything except daisies. IIRC, it is even cheaper.

    Daisies are best immediately behind sharp bends that cannot be seen or on reverse slope. If they were out of sight the turn before, they often get overlooked and do some damage. Reverse slope has the advantage of forcing the pioneers to clear them without the rest of OPFOR being able to cover them.

    Cover obstacles with MGs and ATGs, TRP (for ATG and arty alike) if you want and if they have to be cleared by the enemy for his advance.

    Gruß

    Joachim

  15. Originally posted by Hansson:

    Is it correct that selected groups cannot be assigned multiple waypoints? If no, why do I sometimes get the cube (allowing me no set more waypoints) and sometimes not?

    IIRC Group orders cancel all other orders and set the first waypoint. You can change that waypoint for each individual unit (after selecting only one) and give more orders to the unit. AFAIK, the group order is just for your convenience.

    Gruß

    Joachim

  16. Originally posted by 88mm:

    Cannot use your solution, the maps do not load.

    However, can't i make the QB with random map and during the setup save it, load it into the editor and adjust the exp.

    Save it and load the scen and begin battle ?

    Remember that save games (and a qb is just that) do not load into the editor. You have to either load a map from a scenario (ie the scen itself) or from a map pack, or let the editor create a random map. (It may help to check the size of the map in the qb generated to decide your support units).

    SOP:

    1) Load map into editor

    2) Buy units and modify them

    3) save&exit

    4) start qb

    5) When asked for random map parameters, select load map.

    6) select "import troops: Yes"

    The bad thing is that you won't keep any custom ammo level until you have v1.03.

    I usually set up only my core that way, TF in the standard qb buy screen.

    gruß

    Joachim

  17. Originally posted by Greebo:

    I have another question,

    Sometimes I get the Big Guns (Large Art) and for some reason the QB restricts my purchase to less than the pts I have rolled up.

    For example the battle I am fighting right now, had something like 1000pts of Art, but the QB restricted me to 700pts. My solution was to spend the extra on some AFV.

    All the other cats gave me upto the maximum pts, just the Art cat is restricted. Am I missing something, or is this something to do with CMBB?

    Thanks

    Arty in CMBB is always restricted - at least from my exp. Tough luck, you loose the points :(

    Gruß

    Joachim

  18. Originally posted by Blah Blah Blah:

    I am playing the demo, with the battle with the 16 German tanks, against 12 Russian AT guns and various troops. I am working on the assumption that the accuracy of the German tanks over 1500 metres is correct.

    How do I get them to last longer than a few minutes?

    How can I set them up to allow them to attack the enemy but be protected?

    Whilst you would say but them down the slope and just have thier heads up, how can that be done? In so far as, how can I tell much they are showing. Sorry to say, the graphics don't lend to being able to accurately know.

    Use the magnification level 1 near where you want to place them. If there is some slight slope in the area, you will find it.

    If somehting offers concealment or cover in real life, it will do so in CM. Place them in woods, pines, trees - even wheat fields will offer you concealment. Dont't duel it out at 1500metres if you can't penetrate the armor at that distance!

    Issue "hide" command to your guns. Place covered arcs to define that they only fire at targets in that arc. Once a target appears in that arc, the guns will un-hide.

    And I 2nd anything the previuous post said.

    Gruß

    Joachim

  19. Originally posted by Walpurgis Night:

    Elmo has it: Yes

    Scarhead:

    -Crack or Green troops spot all the same. Doesn't matter one bit. Except perhaps, that green units will be pinned more quickly and pinned units do not spot as well.

    grumble... not happy with that. Crack troops should know much better if there are guards coming or not, or if it is a T34 or just a BT.

    OTOH I can now send the greenest squad of the plt as point - usually sent better squads hoping they would find the enemy better. But if it is the HQ that does the spotting anyway...

    -a) "Would a squad target something different if the HQ had LOS to all of its potential targets?"

    no. That is, not unless the HQ can see a target that the squad doesn't, thus a "borg" spotting, and the squad chooses to fire on it.

    'nuff said on borg spotting on this board. :(

    B) "Is a squad more likely to target something in LOS of the HQ than if the HQ had no LOS to any of its potential targets?"

    no. The only preferential treatment is that the tac AI tends to target approaching HQs before its subordinate squads . . . if it has LOS to both. This is why it is often better to let your squads choose their targets on their own . . .they are smarter than you think. smile.gif

    From my personal experience, I tend to think that the tacAI overrules its own targets, but is pretty sticky to your target orders.

    Thus especially MGs usually get their target orders cancelled before each turn.

    -"The latter parts of the statement we don't have to agree, as it does not matter for the question."

    It is not a matter of agreement. There is the way it is, and there is the way it isn't. What I have said is the way it is.

    grumble... not happy with that. Somewhere else I read on the offense you have to wait 2-3 turns for Binos to have full effect scanning the horizon- that seems much more likely compared to RL.

    Reducing any optics effect under less than optimal conditions added to wishlist.

    -"Does the HQ (during the turn or for the AI as player) create a fireplan or does the TacAI only look at one unit (squad, team, ...) at a time."

    It looks only at one unit.

    grumble... yes, expected something like that. I hoped to hear something else...

    -"The question here is then: Does a plt of tanks have a coordinated fire plan and thus perform better than the same amount of individual tanks on the same positions (let's assume perfect tank country with HQ in perfect overwatch)"

    They will only perform better as platoons if your tank HQ has a morale bonus and is in command range of subordinate tanks, otherwise no.

    I guess "perform better" is then just the decreased command delay while in range (plus the morale). grumble....

    Gruß

    Joachim

  20. Originally posted by Walpurgis Night:

    </font><blockquote>quote:</font><hr />Originally posted by Scarhead:

    </font><blockquote>quote:</font><hr />Originally posted by Walpurgis Night:

    Not sure I understand your statement/question?

    There have been a few good threads on "binoculars" and "spotting" if you want more info on this topic, just search these words and that should clear things up.

    There do exist cicrumstances when the effectiveness of binoculars is null: In dense woods, from behind hills, during night combat, ...

    Even dusk or dawn should decrease ability of binoculars (IIRC they reduce optics abilities)

    So in some cases the HQ will spot the enemy earlier - this iw where your answer may be valid (I have no evidence it is not). But in other cases, the HQ will not spot earlier - as only the squad has LOS, while LOS from HQ to enemy is blocked. So the original question is still unanswered - at least for these cases. Do squads tend to fire on targets the HQ has LOS to, or do they fire entirely on their own? Is their an instant fire plan coordinated by HQ, or are the squads after TacAI took over in the action phase?

    Gruß

    Joachim </font>

  21. Notice:

    All men of the 1st and 2nd squad of 3rd plt to receive EK I. In a valiant action in a Kiev industrial area, they managed to kill 125 and 83 men resp in a single night battle. When a Soviet airborne battalion hit their positions in a factory from the flank, the 3rd plt raked up 250 causalties with no losses to the plt itself. None of the squads did falter despite several bursts from flamethrowers into their positions.

    3rd plt was set up in an ambush position initially, and protected by mines and wire between to burning woods. A Pz IIIg was set up to provide covering fire, a PzIV rushed to help. When the plt run out of ammo after 5 minutes, Lt. Dahm disengaged and safely led his man and the tanks back to the company position (well, the way there was free of enemies, but battle ended, so I kept that one flag.

    BTW - ammo level was 40%

    Battle result:

    Flags: 100 axis vs 900 allies

    Losses 303 allies vs 0 axis (the tanks score less than 30, arty had a few, rest was mine fields)

    Result: 800 something vs 900, draw.

    It was hardly possible to read the "eliminated" labels where AIvan tried to move in between the burning woods and the wire. Despite clearing a minefield in the center of the (shifted) positions, he tried to advance in a dead corner, but was caught by grenades.

    Had I knewn how deadly one ambush can be, wiping out one quarter of the Soviet force, I would have placed all three plts like that.

    Gruß

    Joachim

  22. Originally posted by Biltong:

    Originally posted by OBJ:

    </font><blockquote>quote:</font><hr />

    What would you say to a favor penalty if the TF casualties significantly exceed core force casualties?

    I like the principle behind it, but can't see how it can be implimented in a simple way. I.e. without recording all the TF units and counting casualties (esp when their's a casualty % in action). Any suggestions? </font>
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