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Commanderski

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  1. Like
    Commanderski reacted to danfrodo in Fire and Rubble Update   
    If pre-order doesn't make sense for anyone, then don't do it.  but why bother to comment on it here?  
    I do it to show support for a small company that gives me hundreds of hours of historically-based wargaming entertainment and doesn't sell out and become World of Tanks or some other twitchy gamey thing -- the kind of games that make a lot of money. 
    Now that I've been nice to them I demand they immediately release eastern front 1941-43. 
  2. Like
    Commanderski reacted to Vergeltungswaffe in Fire and Rubble Update   
    You absolutely have a choice.
    I do it to support BFC's cash flow.
    There aren't many companies I would trust to pre-order from, but after over 20 years, I have no worries about not getting the product or regretting having bought it.
  3. Like
    Commanderski reacted to Vergeltungswaffe in Pre-orders for Fire and Rubble are now open!!   
    I am absolutely thrilled to hear that! Hope shines bright.
  4. Like
    Commanderski reacted to Probus in Pre-orders for Fire and Rubble are now open!!   
    Modders could take that weight off you guys, ya know. I know you know but I couldn't resist. 😁
  5. Like
    Commanderski reacted to IanL in Pre-orders for Fire and Rubble are now open!!   
    LOL - not Game Stop
  6. Like
    Commanderski reacted to danfrodo in Pre-orders for Fire and Rubble are now open!!   
    OHHHHHHHH THIS IS THE REAL PRE_ORDER THREAD!!! Yes please, take my money!  I thought this was still the earlier fake thread.  Dumb I am.  😀
  7. Like
    Commanderski reacted to Double Deuce in Pre-orders for Fire and Rubble are now open!!   
    I've been working up details for a Crimean Offensive based campaign (yes I know it's a few months before the CMRT timeframe but still) and I have to say, it's really good to see the addition of partisans. Time to double down on my design notes and get cracking on those maps.  😁
  8. Like
    Commanderski reacted to pintere in Pre-orders for Fire and Rubble are now open!!   
    Well considering that the period covered probably included more military casualties than any other single conflict for the remainder of the whole 20th century it's nice to see that us players can get an appropriate sense of the scale involved. Kudos to everyone who's worked on it so far! If the TOEs are any indicator the module probably has enough content to satisfy even the most nitpicky of history nerds.
  9. Like
    Commanderski got a reaction from JM Stuff in Pre-orders for Fire and Rubble are now open!!   
    Aragorn2002 must be sleeping...😀
    Do they mean 20 scenarios or 20 campaigns? Would love 20 campaigns.
    Already ordered...😀
  10. Like
    Commanderski reacted to chuckdyke in Fire and Rubble Update   
    What are the advantages of buying your games on Steam? I fear that the game will concentrate more on eye candy and less about realism. Seeing a drunk army on the march on GM got me disinterested. 
  11. Like
    Commanderski reacted to Glubokii Boy in Combat Mission History   
    It's a bit of a shame that many of the youtubers that have shown off the game after the steam release are playing it in RT...
    It really does BFC no favours...
    Many of them seem to have a very imited understanding of the game and they play it like some kind off click-fest game in RT...In a simular fashion that they likely are playing other games...consequently it does not look all that great unfortunatelly...
    CM shines in WEGO 😎 and what makes CM...CM...is thoughtful play in WEGO
  12. Like
    Commanderski reacted to Lethaface in Combat Mission History   
    It is perhaps not the most intuitive system but basically boils down to a way how they can and did support old titles going forward. I like it. Everything has pros and cons, for a system originating in 2005 orso I guess it has held up quite decent
  13. Like
    Commanderski reacted to Warts 'n' all in Fire and Rubble Update   
    All together now. "When it's ready."
     
  14. Like
    Commanderski reacted to MikeyD in Welcome to 2021!   
    I had to lobby hard to get Valentine into the game. Steve was originally not going to include it. He'd imagined Valentine numbers had petered out due to attrition by the title's timeframe.  But I provided documents with Valentine numbers in specific Russian units in the closing months, plus photo proof of their use in battle. Steve said he was genuinely surprised how many Valentines were still active. One reason why the Russian loved their Valentines was the darned things just didn't break. As reliable as a hammer. It also had a tiny light tank silhouette while mounting a medium tank's cannon. So yeh, its a MikeyD favorite. 
  15. Like
    Commanderski reacted to Vergeltungswaffe in Welcome to 2021!   
    Happy to hear that. More is good.
  16. Like
    Commanderski reacted to Drifter Man in Some tank duel tests (CMBN)   
    Thanks for the tips. I've set up the tree test with a Type B "grid tree" in the middle of the action tile, right in front of the tank, and fed it into the machine. Let's see what it spits out.


  17. Like
    Commanderski reacted to Tashtego in RT Unofficial Screenshot Thread   
    In case you did not notice, I am surrendering! No, really.
     

  18. Like
    Commanderski reacted to SimpleSimon in Some tank duel tests (CMBN)   
    Reality is (reflected by this experiment) that tanks of peer tonnage and armament are likely to get lots of kills on each-other and it's going to be bloody. Even crew quality might much be softer than usual, someone's going to get lucky eventually and put a 75mm round into your tank somehow. 
    In just about any example one could pull, Villers-Bocage, Prokhorovka, El Alamein, etc tank losses on both sides were usually heavy as long as both sides applied tanks. With the defender typically coming off worse in terms of permanent losses or losses overall. Tanks are not very efficient for defensive work, but they're usually the only way to stop another Tank Army. This is a big reason why the Panzer Divisions were constantly under-strength, because the Red Army wouldn't pause very long between offensives and just kept forcing German Commanders to commit them in order to save the Infantry Divisions and stop whole Armies from getting rolled up. The other reason was the frustratingly slow adoption of the Panther, on the other hand having one of the Division's tank regiments away from the war's biggest battles might also save a Panzer Division from total annihilation, and there was no hope of expanding the total number of tank Divisions after 1942 anyway. 
    Nice job on the research Drifter. 
  19. Like
    Commanderski reacted to kohlenklau in Welcome to 2021!   
    Shucks.
    That Matilda would be great for improving my 1942 Kholm Pocket mod...


  20. Like
    Commanderski reacted to 37mm in HD Pack CMBS   
    I recently put up an "all in one" modpack which includes the @Kieme(ITA) HD mods...
     
  21. Like
    Commanderski reacted to Drifter Man in Some tank duel tests (CMBN)   
    I don't seek out armor duels because they are a bit like tossing a coin, but they come up again and again. So I was interested to learn what I can do to maximize the chances for my tank in a duel if it gets into one.
    So I put two identical Pz IVH (late) tanks with regular crews, no modifiers, against each other at 600 m range. I called one "Attacker" and the other "Defender", although it does not mean anything. I put both on a mild slope (partial hull down) and varied different conditions. Crew hatches open/closed, vehicle movement, terrain type, crew experience. I ran each case at least 1000 times and recorded the percentage of wins by each side. A 'win' means that the other vehicle was destroyed or the crew bailed out. If both vehicles were alive after 5 minutes, neither side won - usually one vehicle got hit and retreated back down the slope. If neither vehicle survived, both sides got a win.
    The tables show the win rate on each side. The statistics were not perfect even with 1000 duels per case. Results of repeat runs could vary by up to +/- 3%. Notably I did not get a perfectly symmetric results even for reference cases R1 and R4 where the vehicles had identical conditions on both sides. So, don't take the numbers as the absolutely accurate truth. They just show what works.
    Pz IVH was a good tank for this purpose because it can easily kill itself - powerful gun and vs weak armor. Therefore, the duels were mainly about who is able to spot first and land the first round accurately on target.
    I did not find anything revolutionary - mostly stuff people already know and do - but it was still interesting to see the numbers. Here it is:
    1. Keep your crew hatches open when expecting to fight an enemy AFV. If you can, force the enemy to close theirs.
    Table 1. Effect of crew hatches open/closed. Both AFVs are stationary on Grass.
    Attacker
    Defender
    Closed
    49%
    49%
    Closed
    Open [R1]
    48%
    50%
    [R1] Open
    Open
    76%
    21%
    Closed
    2. Minimize movement when within enemy LOS. Stop as soon as your vehicle can see the place where the enemy is (represented with the "Hull Down" command in the table below, which gives additional advantage of being harder to see and hit due to being hull down; this is not to say that the Hull Down command is always useable, but it worked here well because the Attacker was going up the slope). Movement makes you more visible - and it does not appear to matter what kind of movement command you use - in fact the faster movement commands seem to work a bit better.
    Table 2. Effect of vehicle movement. Attacker starts out of LOS and moves in towards the Defender using different movement commands. Both AFVs are on Grass and the crew hatches are open.
    Attacker
    Defender
    Hunt [R2]
    41%
    57%
    [R2] Stationary
    Slow
    35%
    63%
    Stationary
    Move
    39%
    59%
    Stationary
    Quick
    42%
    56%
    Stationary
    Fast
    41%
    57%
    Stationary
    Hull Down
    61%
    29%
    Stationary
    Quick: Minimizes the time interval when the Attacker is moving within the Defender’s FOV. Therefore, Quick works well as it gets the attacker into position quickly, whereas Slow works poorly.
    Hull Down: Better cover than the Defender and minimizes time when the Attacker is moving within the Defender’s FOV. Also: Easier to disengage when damaged – probably for both sides. High percentage of duels with no winner.
    3. If you have to Hunt, point 1. about crew hatches still applies and can reverse the odds in your favor.
    Table 3. Effect of crew hatches open/closed while the Attacker is moving. Attacker starts out of LOS and moves in towards the Defender using Hunt. The Defender is stationary. Both AFVs are on Grass and the crew hatches are open.
    Attacker
    Defender
    Closed
    37%
    60%
    Closed
    Open [R2]
    41%
    57%
    [R2] Open
    Open
    64%
    34%
    Closed
    Closed
    14%
    82%
    Open
    4. Target arc can serve various purposes but does not help with seeing or hitting the enemy. TRP helps, likely by increasing the chances of a first hit.
    Table 4. Effect of using Target Armor Arc and Target Reference Point (TRP). Both AFVs are stationary on Grass and the crew hatches are open.
    Attacker
    Defender
    No arc [R1]
    48%
    50%
    [R1] No arc
    Target Armor Arc
    50%
    49%
    No arc
    TRP on Defender
    72%
    28%
    No TRP
    Note: Target Arc can still help by pointing the gun and the Commander’s attention to the right direction if the vehicle is not moving directly towards the defender. Also, it prevents distraction of the Attacker by other, low-priority targets.
    5. Ground type can provide some help by concealment. Tall types of grass (T and TY), Weeds, Brush, Lt Forest (without trees) and Crop 1 give a small advantage over hard or bare surfaces. Very tall types of crops (2-6) and Grass XT give significant advantage. There is no disadvantage in being on road or pavement compared to grass, but sand, mud and cobblestone seem to hurt a little, possibly because they lower the chances of disengaging when retreating in damaged condition.
    Trees are complicated and depend on type. Type A trees are somewhat helpful if there are 2 or 3 on the tile. Type B trees are not helpful at all. Type C trees seem to be best, especially if there are 2 or 3. Type D trees are somewhat helpful independently on their number. Type E are like Type A. Bush does not make much of a change.
    Stone and brick walls and low bocage give some advantage - can be concealment as well as cover. But bocage is the big one. A tank behind bocage almost always wins against a tank in open ground.
    Table 5a. Effect of Defender ground type – bare surfaces, hard surfaces and roads. Attacker on Grass. Both AFVs are stationary and the crew hatches are open.
    Attacker
    Defender
    Grass
    45%
    51%
    Dirt
    Grass
    47%
    50%
    Dirt Red
    Grass
    49%
    48%
    Hard
    Grass
    50%
    48%
    Rocky
    Grass
    49%
    49%
    Rocky Red
    Grass
    52%
    47%
    Sand
    Grass
    52%
    47%
    Mud
    Grass
    50%
    49%
    Pavement 1
    Grass
    50%
    50%
    Pavement 2
    Grass
    52%
    47%
    Cobblestone
    Grass
    47%
    51%
    Gravel
    Grass
    46%
    49%
    Dirt Lot
    Grass
    49%
    48%
    Dirt Road
    Grass
    47%
    50%
    Gravel Road
    Grass
    51%
    48%
    Paved 1
    Grass
    48%
    51%
    Paved 2
    Grass
    47%
    49%
    Foot Path
    Sand, Mud, Cobblestone (?): Can impair movement, possibly making retreat of a damaged vehicle slower and less likely to succeed before the Attacker fires another accurate shot.
    Table 5b. Effect of Defender ground type – low vegetation and cultivated fields. Attacker on Grass. Both AFVs are stationary and the crew hatches are open.
    Attacker
    Defender
    Grass [R1]
    48%
    50%
    [R1] Grass
    Grass
    50%
    47%
    Grass Y
    Grass
    50%
    48%
    Clover
    Grass
    50%
    48%
    Flowers
    Grass
    49%
    50%
    Plow NS
    Grass
    50%
    50%
    Plow EW
    Grass
    43%
    57%
    Grass T
    Grass
    43%
    55%
    Grass TY
    Grass
    44%
    54%
    Weeds
    Grass
    44%
    55%
    Grass + Brush
    Grass [R3]
    46%
    54%
    [R3] Lt Forest
    Grass
    42%
    57%
    Crop 1
    Grass
    39%
    60%
    Crop 2
    Grass
    39%
    60%
    Crop 3
    Grass
    39%
    60%
    Crop 4
    Grass
    40%
    58%
    Crop 5
    Grass
    39%
    59%
    Crop 6
    Grass
    38%
    60%
    Grass XT
    Table 5c. Effect of Defender ground type – foliage. Attacker on Grass. Both AFVs are stationary and the crew hatches are open.
    Attacker
    Defender
    Grass [R1]
    48%
    50%
    [R1] Grass, no foliage
    Grass
    50%
    46%
    Grass + 1x Type A Tree
    Grass
    44%
    51%
    Grass + 2x Type A Tree
    Grass
    42%
    54%
    Grass + 3x Type A Tree
    Grass
    49%
    49%
    Grass + 1x Type B Tree
    Grass
    51%
    46%
    Grass + 2x Type B Tree
    Grass
    51%
    47%
    Grass + 3x Type B Tree
    Grass
    43%
    52%
    Grass + 1x Type C Tree
    Grass
    33%
    62%
    Grass + 2x Type C Tree
    Grass
    32%
    62%
    Grass + 3x Type C Tree
    Grass
    44%
    52%
    Grass + 1x Type D Tree
    Grass
    44%
    51%
    Grass + 2x Type D Tree
    Grass
    40%
    55%
    Grass + 3x Type D Tree
    Grass
    50%
    47%
    Grass + 1x Type E Tree
    Grass
    42%
    55%
    Grass + 2x Type E Tree
    Grass
    41%
    55%
    Grass + 3x Type E Tree
    Grass
    49%
    49%
    Grass + 1x Type A Bush
    Grass
    52%
    47%
    Grass + 2x Type A Bush
    Grass
    50%
    46%
    Grass + 3x Type A Bush
    Grass [R3]
    46%
    54%
     [R3] Lt Forest, no foliage
    Grass
    44%
    54%
    Lt Forest + 1x Type A Tree
    Grass
    39%
    57%
    Lt Forest + 2x Type A Tree
    Grass
    37%
    59%
    Lt Forest + 3x Type A Tree
    1x Tree: Can be detrimental because it does not provide enough concealment and can trigger APHE shells passing high, wounding the exposed Commander.
    Table 5d. Effect of Defender ground type – walls and fences. Attacker on Grass. Both AFVs are stationary and the crew hatches are open.
    Attacker
    Defender
    Grass [R4]
    48%
    51%
    [R4] Grass
    Grass
    46%
    54%
    Grass + Stone
    Grass
    47%
    52%
    Grass + Brick
    Grass
     
     
    Grass + Rural Stone
    Grass
    43%
    55%
    Grass + Low Bocage
    Grass
    7%
    89%
    Grass + Bocage
    6. Crew experience - there is a big change from Green to Regular to Veteran, but Crack gives little advantage over Veteran.
    Table 6. Effect of crew Experience. Both AFVs are stationary on Grass and the crew hatches are open.
    Attacker
    Defender
    Green
    33%
    66%
    Regular
    Regular
    36%
    61%
    Veteran
    Veteran
    44%
    57%
    Crack
    Green
    20%
    78%
    Veteran
    Regular
    32%
    67%
    Crack
    Green
    18%
    82%
    Crack
  22. Like
    Commanderski reacted to Lille Fiskerby in CM Black Sea is now available on Steam! Here is how to get your Steam key if you already own the game!   
    Now, is hells highway cleared for XXX. Corps to move forward towards ... Fire and Rubble ? 😄
  23. Like
    Commanderski reacted to DuckCuckem in Fire and Rubble Update   
    Just because I did not have an account does not mean I haven't been watching from the beginning.
    Ah, I forgot about that. Let's just hope, I personally am rather excited for F&R but at this point who isn't?
  24. Like
    Commanderski reacted to Sgt.Squarehead in Welcome to 2021!   
    Really pleased to see that Valentine. 
  25. Like
    Commanderski reacted to Suchy in Welcome to 2021!   
    WONDERFUL!!!
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