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Kingfish

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Everything posted by Kingfish

  1. The heavy MG42 consists of the gun mounted on a tripod, and crewed by 6 men. The light version is mounted on a bipod and crewed by only 2 men.
  2. <blockquote>quote:</font><hr>Originally posted by Colonel_Deadmarsh: Good lord, I've entered grog hell...<hr></blockquote> This is grog purgatory. True hell is when JasonC and Rexford show up.
  3. Goanna, Can you save your second scenario as a tournament save? I'd like to try it as a dbl-blind PBEM. If anyone is interested please e-mail me at the address listed in my profile.
  4. That is the T-28 heavy battle tank. You can find a nice example on the grounds of the Patton museum. T-28 Heavy battle tank
  5. Wouldn't it make sense for ladder players to have each game started by a neutral third party? IMO, That would take care of gamey force / map picks. They could make that some sort of mandatory rule. If you want to take a shot at advancing up the ladder then you have to play 3rd party games.
  6. <blockquote>quote:</font><hr>Originally posted by Iron Chef Sakai: Once a mine field is spotted can you do an area fire from a tank or artillary to clear them out?<hr></blockquote> Nope. Mine tiles retain their full strength regardless of how many men / vehicles run over them, or how much firepower you put into them.
  7. Play him. Take the challenge. Insist on playing the entire game thru 'till the end. Granted, you are at a disadvantage, but your force is far more mobile and you outnumber his infantry. His force, while formidable, is not well balanced. There are weaknesses there that you could use against him. Your mobility is a threat, especially if you get far enough forward to flank him.
  8. <blockquote>quote:</font><hr>Originally posted by Commissar: Exactly why do the Brits refer to their guns by "pounds"?<hr></blockquote> I've heard two different answers. One is the weight of the actual round, and the other is what it cost to make each round. I think the first is the correct answer.
  9. If you're seeing mines before any unit sets them off then you're probably seeing Daisy chain mines, which are hastily deployed mines placed above ground. For Daisy chain mines to be cleared you only need to have a unit near it for a turn or two. For the larger (and dug-in) AP and AT mines you'll need an Engineer unit with Satchel charges, and they take longer to clear. Once the mines are cleared the signs disappear, indicating it's ok to continue on (at least for the next 20 meters).
  10. Nope. Apart from minefields Engineers in CMBO cannot remove obstacles.
  11. Not a typo, the calibur of the 17pdr was 76.2mm Firefly
  12. Regarding captured units, shouldn't enemy units that rout off the friendly map edge be considered captured?
  13. <blockquote>quote:</font><hr>Originally posted by Silvio Manuel: Actually, they're still available through August 44.<hr></blockquote> Actually, they are availible thru May 45. You can set your time period to June / August 44, purchase the spotter, then go back and change the date to whenever you want. You could have them bombard fanatical Nazi holdouts in Bavaria, or have Super Pershings roll ashore at Utah beach.
  14. Tanks in perfect working condition were barely able to survive the battlefield, yet you still want them to fight after having lost their main armament and their mobility?
  15. Oh yeah, that would go over well with the crews. "Sarge, take your tank forward and support Charlie company in taking the village" "But sir, our main gun is damaged. It won't fire" "Don't worry, we believe those Tigers are out of ammo. Besides you still have your MGs. Now move!"
  16. Neat idea, but I don't think it would work. What you are asking for is a wav file that would be triggered only if the right set of circumstances occured, and only be heard for a brief period of time. Using your barking dog as an example, you would only hear it in one or two houses, and only if no other combat near those houses had occured. Otherwise you'll get barking dogs as your infantry storms the village following a barrage of 155mm arty. The only way it would work is if Charles coded Finnish dogs. Then they would stay and defend regardless of the amount of firepower leveled at them. However, that opens another can of worms, as in now you have a house (and probably an entire town) that is impossible to capture.
  17. Target the area around your tank with the heaviest arty you have. The barrage will clear the trees away. If that doesn't work try burning down the forest with a flamethrower.
  18. If you're asking if the computer will break up a Battalion reserve, for example giving you 30% of the alloted force in R1, and saving the remainder for subsequent slots, then I believe the answer is no. The Battalion reserve will be released as a whole, and any other reinforcements (from the reserve pool) will have to come from the regimental and divisional pools. Again, these are seperate from the normal reinforcements you can assign (which you have the option of allocating in 'packets' as you wished).
  19. As I understand it, Battalion reserves (as well as regimental and divisional) are released based on how well (or badly) the fight is going for that side. The player has no control over when he gets it (if at all). This is made to simulate the higher HQs control of such reserves, and their POV of the battle in progress. Mind you, these reserves are different from the normal reinforcements that one assigns to a scenario / op. Those you can designate an arrival time and percentage of how likely they will show up. Hope this answered your question.
  20. <blockquote>quote:</font><hr>Originally posted by Colonel_Deadmarsh: Vanir, I'll give you the fact that sharpshooters shouldn't have a higher rate of fire than infantry, but as is right now they have a slower rate of fire, don't they? It's been my experience that they fire once every 15 seconds or so...at least at tank commanders. My concern is that you can rush a small half squad at them from 200 meters away and he would only kill one of the men. But...if you say you've seen one kill 3 with "one turn of firing", I'll believe you.<hr></blockquote> In order for a Sharpshooter to perform (and survive) as a sharpshooter he must be coded with an extra dose of stealth. This attribute governs his behavior on the battlefield regardless of the situation he is faced with. What you end up with is a unit that will act the same way, whether it's picking off the heads of TCs at 600 meters or watching an enemy squad kick in the door of the house he's hiding in. Take away the stealth and you'll get a more aggressive shooter for sure, but he'll last as long as a one man rifle squad. Then this board will be inundated with "Why does my sharpshooter die so quickly?", "C'mon, 20 points for a guy with a rifle, WTF is up with that" or "Shouldn't Sharpshooters be more stealthy?" posts.
  21. <blockquote>quote:</font><hr>Originally posted by John Kettler: Even better than the battle is the recruitment of my nephews into the CM fold. Though they don't have the game yet, they are getting Experiential Ed. here at the house with Uncle John. <hr></blockquote> "Uncle John, Uncle John...Show us again how to launch a rocket attack!" "Yeah Uncle John, we want to see that Neb...Nebel...that thing that goes WHOOOSH, BOOOM!!!"
  22. Going on very hazy memory here, but I remember there were 6 battlewagons (3 US / 3 UK) used during the Normandy campaign, as well as numerous heavy cruisers, destroyers and monitors. I know Texas and Arkansas were there, as were Warspite and Nelson. BTW, I have a two scenarios in my HD called 'Courseuless-sur-Mer' and 'Lion-sur-Mer' which feature 14" arty. Drop me a line if you want them.
  23. What's the point of changing the name? The village won't survive the scenario anyway.
  24. <blockquote>quote:</font><hr>Originally posted by Major Concussion: but i did find axis planes, and the manual says there are for both... :confused: <hr></blockquote> Yes, there are planes availible for both sides, but not the type you are looking for. Both sides get fighter-bombers, but not airborne arty spotters.
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