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109 Gustav

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Everything posted by 109 Gustav

  1. They were going to be in, but their truck broke down on the way to the battle. They are modeled as off-map units, like arty. [duckforcover]Runs away faster than a sherm that just saw a hetzer and thought it was a king tiger[/duckforcover]
  2. Actually, its yes no matter what, as long as you are within 15m of the wall. You cannot go hull down behind hedges, though. If you want cover for infantry from a hedge, you need to be in, not behind, the hedge. Not that they give all that much cover anyway.
  3. Actually, you are correct. The problem is the pershing's thin turret armor when compared to the hull armor. This variation in armor created a very wide range in survivability during field testing. Some tanks would last as long as six minutes, while others went WHOOOSH in a huge fireball in just two minutes. Therefore, it was decided to name this new tank the M 2-6 Pershing, since its combat life ranged from 2-6 minutes. This would have worked well, IMHO, except that the painters at ordanance depots tended to be lazy, and usually wanted to save as much time as possible so they could go to more USO shows. They found that they could save quite a bit of time by painting M26 on the tanks, rather than M2-6. This is how the pershing came to be known as the M26.
  4. Aww, Cameroon beat me to it Without a doubt, the #1 best thread ever.
  5. All the off-map arty in CMBB will be modeled as horse-drawn. [ February 26, 2002, 01:00 PM: Message edited by: 109 Gustav ]
  6. My theory is it means: "Dont stand here, otherwise you'll get hit by the crew jumping out once they start taking MG fire." But then, if that was the case, you'd see them on shermans too.
  7. In QBs, units can be any experience level; paras can be conscripts and volksstrum can be elite. This is necessary given the random setting for experience level, and the ability to restrict purchaces to one type of force. For example, if you chose random experience level, got high experience, and happened to have your army restricted to volksstrum, historically you would be up the creek, since there were no (or very few) crack or elite volksstrum units. Therefore it is necessary to allow any experience level to be purchased in a QB.
  8. Didn't anyone tell you guys? The torney was last week on CMHQ. I believe the winners were Fionn, CombatGeneral, myself, Mannheim RazorScooter, and Dorosh, who actually managed to win a game, mostly by luck.
  9. So, does anyone ever use the + tanks? I never do, in my experience the only real benefit you get from them is against StuGs and Pz IVs, and the +'s aren't allowed in Fionn's rule of short-75s, so they never really have a chance to make the extra armor useful. Better to save a couple points and just get vanilla sherms or cheap 76mm sherms.
  10. No. Engineers cannot remove or blow up roadblocks. Satchel charges aren't very effective at blasting apart a mess of fallen trees that have tangled together; you need a chainsaw, axes, maybe some peaveys, and time to remove a %$@# #*!$ing logjam (I forget the military term for it). Combat engineers wouldn't have this equipment on hand when going into a battle, so removing roadblocks is beyond the scope of CM.
  11. Did the Devil think it was really pathetic to quote yourself in your sig? Of course, once you learn about the first world war, you have to go and research the Franco-Prussian war of 1873. And then you have to go and research whatever came before that...
  12. In the scenario editor, go to Perameters, and check the box that allows defending tanks to dig in. Then, click on a tank and hit space. This will bring up the menu, which will now contain a "Dig in" command. If you want to simulate tanks that have prepared hull down positions that they can move away from, use a short section of wall in front of the tank. This will have the same hull down effect as digging in, but the tank will still be able to move. Scenario designers- never ever dig in turretless armor such as StuGs and jagdpanthers. Dug in tanks can't rotate, and are helpless against flanking attacks.
  13. My theory is that a crew of 0 is invalid in CM terms, so BTS had to set it to 1. Besides, these boats were rowed; they didn't have 2hp outboards. Even if one man did stay behind, it's kind of hard to paddle a canvas assault boat with no keel or centerboard across a river. The 2hp figure represents the power of the squad rowing. It is about right, a really good rower can develop about .25hp, so a ten man squad paddling at .2hp each would total 2hp. Of course, this horsepower calculation is not counting the effects of people shooting at you, or the rumors of girls and food on the other side of the river. There are also unconfirmed* accounts of officers shooting 3-day passes to Paris tied to rocks across the river in preperation for an assault crossing. These things need to be taken account when considering assault boat speed, IMHO. BTS fix or do somefink! Also, I encourage everyone to take their troops commercial fishing in my gillnet skiff mod on The Last Defense. *If someone can confirm the story I made up, let me know.
  14. Piggdogg has it right, bridges generally weren't blown up in the middle of combat, hence blowing up bridges isn't within CM's scale. However, here is what you can do if you want to create a scenario featuring a bridge demolition: Russelmz has an awesome scenario on his website, in which you have to choose whether to blow up a bridge and possibly strand your troops behind enemy lines. It's a great game, and I encourage you to check it out. I'm too lazy to go look up the url, but the address is in his sig, in the FAQ thread on the main board. Idea stolen from Russelmz: Here's what you do: 1.Place an open ground tile where you want the bridge to be. Pretend this open ground is a bridge. Put about 10 AP mines on it, at the end near the shore. 2. Change the open ground to a bridge. Put about two platoons of engineers near the bridge. 3. Take a small, worthless unit, such as a split rifle squad out of ammo, and put it near the bridge as well. 4. In the game, run the split squad across the bridge. It will hit the mines, letting the engineers see them. 5. Move engineer squads near the bridge, but not quite on it. When they are within (IIRC) 15m, they will throw their satchels at the mines. After about eight satchels, the bridge will be blown up. Make sure you tell people in the briefing what they have to do in order to blow up the bridge. If you do create a demolition, be sure to test it out. Some experimenting may be necessary, and your results may vary. If you want to make this whole thing a little easier, place a TRP on the bridge, and include an extra elite 81mm spotter. Make it clear in the scenario briefing that the spotter can only be used for targeting the bridge to blow it up, and that after the bridge is gone, the spotter must hide and not target anything else. [ February 24, 2002, 12:56 AM: Message edited by: 109 Gustav ]
  15. I speak the most important language of all: UBB* I would say that I've learned to speak German from CM, but the only things my troops say involve incoming fire and surrendering. Also morse code, Applescript, and a little C++ Almost forgot, I am fluent in Alaska Fisherman, one of the few languages that just isn't appropriate for this board. *But not fluently [ February 23, 2002, 09:21 PM: Message edited by: 109 Gustav ]
  16. Good point, King Salmon. I forgot about the alpha battle. Of course, I wasn't even here back then, I only discovered CM when the beta demo was released. Thanks for the timeline, Wolfe. Very useful.
  17. A history of Demos: In the beginning, there was darkness. Then Steve and Charles said "let there be a beta demo." And it was good, although there wasn't any ambush command and panzershrecks couldn't run. The beta came with two scenarios, Reisburg and Last Defense. Both were a ton of fun, and much better than anything we'd ever played before. And on the second day, Steve and Charles said "The graphics are too dark. Let there be a gold demo" And it was even better than before. This one came with two new scenarios, Chance Encounter and Valley of Trouble. Once again the legions of CM fans rejoyced, and predicted the coming of the full game. [ February 20, 2002, 03:37 PM: Message edited by: 109 Gustav ]
  18. The tiger I was past its prime in late 1944, and generally better suited to the steppes of the East Front than the cities, woods, and bocage of the West Front. In 1943 it truly was an ubertank, since it could knock out sherms and T34s from long ranges while remaining invulnerable to their medium velocity cannon. However, by 1944 and 1945, the Allies had developed better cannon, such as the 17lber, 76mm, and Russian 85mm that could take out a tiger from the front, at least at close range. Still, the tiger was always the standard against which other tanks were judged, and always a feared opponent. In CM, everything depends on staying as far back from the enemy as possible. On the attack, you cannot use tigers as breakthrough tanks leading the assault, that only worked for awhile on the eastern front. Instead, keep the big kitties back from the front in hull down. This will let the high velocity 88 outrange slower cannon, and will minimize the handicap of a very slow turret. Use the tigers to provide overwatch for faster tanks, especially pz IVs that have the speed and turret rotation speed to go in first. On the defense, set yourself up in a position that gives you good flank protection and a limited field of fire across or looking down the enemy's path of attack. This lets you avoid being flanked, allows you to take on enemy tanks one at a time, and again minimizes the effects of the slow turret. You may notice that these are the same tactics as for turretless panzerjaegers and StuGs. However, you can employ the tiger a bit more agressively than these panzers, since you have the turret.
  19. First of all, there is an FAQ thread somewhere on the main board. It answers all your other questions. 1. CM is done. Finished. Battlefront is working on CMBB- Barbarossa to Berlin, the sequel to CMBO. 2. Mods only alter the "skins" of vehicles, terrains, or uniforms, not the 3D models or properties of units. They're for show only, and have no effect on the game except to make it prettier. 3. American troops often have rifle grenades in their rifle squads. Click on a squad, you will see one or two some green cone-shaped things in the interface somewhere around the left side (can't remember where exactly.) Welcome to the forum, I gotta run
  20. Can someone post it on their website for us poor blokes with Macs who can't use Morpheus? Or email it to me and I'll put it on Last Defense.
  21. Ok, someone get the baseball bat and bren tripod. We're going to beat those mods out of him.
  22. Direct fire is very important before going over the top. Remember, tanks support infantry, infantry supports tanks. Don't just buy tank destroyers with limited HE and blast, you also need some sherm 75s, SP howitzers, StuHs and the like to kill off the squishies. If your armor points are limited, you can even use guns- towed 105mm howitzers and 150mm infantry guns work great for routing squads and breaking up a defensive line.
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