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coe

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Everything posted by coe

  1. So I'm curious, knowing that ammunition is just ammunition, if one were to simulate different types of ammo running out at at different rates (i.e. if your unit is doing long range gunfire all day it may still have its SMG (which uses different type of ammo) ready), what would be the major issues in tracking this? would it make lots more computation time also?. If it were to have been simulated, it would lead to some rather interesting surprises especially when you get close to an enemy who you think ran out of ammo.
  2. one other thing, so when having an AFV with a hull machine gun and a turret machine gun....if the turret is turned, how does the targeting work - will the turret machine gun independently seek out different targets, and the turret machine seek out the target the main gun is firing at (or can the turret machine gun target separately than the main gun (as long as it fires in the same facing?))
  3. So if the infantry is hiding, can there be such a case where vehicles will pass by it and your infantry won't attack? This may be desireable especially if you want the column to pass completely by and then get stuck in a crossfire in both the back and front - does this have to be coordinated in the ambush command? Or perhpas you want to save your unit, and just want the enemy to pass by completely unmolested (and of course not having spotted you)- then how would you do this without the ambush command? C.
  4. Hmmm, I'm puzzled, then in Squad Leader, what is this thing about moving the infantry squad in the same hex and close assaulting the AFV what is exactly happening there? Are they sticking mines on it, shooting rifles, tossing grenades, etc. Also, how do you get infantry in a building to hide and let a tank pass in the road adjacent to it, without the infantry firing at it? This is akin to like hiding below the window.
  5. Was it the case that observers, bazooka teams had some kinds of guns on them? I figure in close combat do they automatically die, or is there a chance they might inflict casualties before dying. Also, are bayonets factored in to the gunfire factor (at close range) esp for units low on ammo?
  6. I played chance encounter as Americans and I was curious about several things. If I am correct, Sherman and PZIV tanks have a hull MG, a turret MG (next to the main cannon) and one that can be fired in the unbuttoned position. So you could have 3 MG's firing at something but I've never seen it happen. The other thing is once my Sherman found a StugIII and the StugIII immediately laid smoke (how do you get your tanks to do that?) well, my sherman turned its turret to fire at infantry that was about 200 m away instead of trying to fire through the smoke (it had already fired at the StugIII) or waiting till the smoke cleared. Instead it turned its turret to fire at the infantry - the smoke cleared and the StugIII brewed up the Sherman. Also how do you direct infantry to close assault AFV's? it always seems they stop a few meters away and start firing? Do you tell them to attack the AFV or to move on it?
  7. Sorry about this but I tried doing a search for the above subject but came up with nothing. I am just curious as to know when the projected release date is.
  8. Reading how the gunfire factors are entered according to range (like close range you can use submachine guns and grenades), how does CM account for that you could theoretically run out of long range ammo ( rifles), but still have your submachineguns and grenades unused. Certain munitions are not interchangeable. Thus can your ammunition state change depending on target? Also, might it be possible to have HMG as a portable weapon like in Squad leader. It might be quite unlikely that the HMG squad is defenseless without the HMG as those who carry ammo for it also have weapons. It might be interesting because it would make sense in a panic situation to drop the HMG and flee but still be able to recapture it again later. Will crews be able to reboard their vehicles if they abandon it?
  9. Will Windows 2000 or NT be a problem for Combat Missions?
  10. Oh another neat thing to have would be to be able to determine line of sight from a point to another point without actually having a unit at the point.... (kinda like looking at a topographical map?) Can infantry leap off vehicles moving "fast"?
  11. could the CM engine be applied to different time eras? such as WWI or probably better, small skirmishes during the age of rifles?
  12. I placed my Tiger at the top of the road along with a machine gun, a squad, platton hq and an 81 mm spotter ,and a 105 mm spotter The 2 Sturmgeschutz and the Half Tracks went in the right and the rest of the infantry running that way into the woods. Tiger planted smoke down the road and so did the Stug on the house near the farm. Arty placed smoke on the farm on the left and then just past the bridge and at the intersection this reduced enemy supporting fire from the left. I had Pretty much two intact platoons company hq and a 81 mm observer and took the right side of town...oh yeah did I mention the two StuG and two surving half tracks. I made the second platoon do a run for it under lots of smoke and covering fire because I messed up a bit on the half tracks and lost two of them. I was able to bring a machine gun over. As soon as the cats came in sight, the two half tracks and StuGs went for cover and didn't move (they were behind buildings). Lost the tiger but got a hellcat. I took the entire town - question: has anyone actually moved across the bridge and taking the houses past the town?
  13. I played "Last Defense" again last evening. I really suggest a "follow" command, which will help with vehicles keeping in formation or from needlessly bunching up. (after all weren't the drivers trained to do that?) otherwise it is difficult since as you are planning one vehicles movements, you can't see the way-points of the others.
  14. Two neat things to see (I dunno how hard it would be to do though) 1. Being able to wait a few seconds before moving (like till after your tank goes by) - I noticed a pause time in the squad status but is that adjustable? 2. "Follow/defend" command, so that the infantry will naturally follow something like behind a tank on its own side (maybe one could set the distance) - and then fire on things that are attacking it. 3. How do you have fire discipline, like ideally you'd want a panzerschreck to wait till a tank is like 10-20m away before bursting out of concealment and firing, or like infantry waiting till enemy infantry or tanks are like at point blank before firing. 4. I saw in Avalon Hill's Tobruk that if infantry poured alot of gunfire factors onto the front aspect of an AFV they might destroy the optics of the tank thus disabling the main gun in buttoned mode. 5. Anybody know how to conduct AFV assaults by infantry? 6. How do you get, A.) gun crews to leave their gun, (such as if the gun is out of HE or out of ammo in general) and you need infantry killers. B.) Spotters, panzerschreck teams to use their rifles, etc. weapons once their ammunition for their heavy weapon is used up. C.) Can you distribute ammunition? Hi Steve, I don't know if you remember me but I was Matt Mello's next door neighbor. Nice game! Conan
  15. Hmmm, tried to get my 88 mm to fire AP at a mortar position but it wouldn't, I was kinda desperate to silence it.
  16. Darn my being a city planner but I have to ask: how does one adequately portray the dense european city/village center. As in Squad Leader, one of the problems was that in their representation, streets were like streets in Houston, and that the buildings were widely spaced.
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