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IntelWeenie

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Everything posted by IntelWeenie

  1. Just wait until you get CMBB! Not just prettier graphics, but the game engine is greatly improved, too!
  2. Yes, but it's usually very small and not very noticeable. I believe there is no way to mod this in CMBO since the graphics "events" are hard coded (you can only re-skin stuff and since there is no original skin...). The puff is there in CMBB, but then of course the graphics are a lot more detailed for just about everything.
  3. Lazysack, the best thing to do is just load up a QB (or better still, make up a simple battle so you can reload it several times to "fine tune" your orders in a known situation) and practice it a bit. Keep in mind, too, that there will be times the unexpected happens. A common problem is that the TacAI sometimes pops smoke and backs the 1st tank off instead of engaging and drawing fire. Yes, the idea is that the 1st tank is basically a decoy. However, don't discount the chance that under certain conditions he can still get a good shot or two off and maybe get a gun hit, immobilize the target or even kill it himself. Still, it's always a good idea to use a faster, smaller tank or AC for this job. Note also that this tactic is not exclusively useful for inferior tanks to engage uber-tanks. Uber-tanks can use it also, especially when you have good crews with good 1st round hit probablilty. The "pop-up" maneuver minimizes your exposure to enemy fire while allowing your Veteran and above crews to pick off one or two targets before they mass fire against you (and someone gets lucky - see previous paragraph). There's few things more maddening than having your Jagdtiger take a gun hit from a Stuart!
  4. I had a reply all written up last night, but my internet connection was cut. :mad: I'll try to reconstruct what I was going to post. These results sound pretty close to reality to me. Assuming each region has an equal chance of being randomly picked, 50% of the time you will get Central or Southern. The majority of the terrain in these areas was wide open and fairly flat. The manual (at work, forgot exact page number. I think it's 178?) says that terrain generation is affected by date and region, so a goodly proportion of 41' - '44 battles should end up with cetral-southern wide open plain maps. I also think the tendency of the QB generator to pick infantry is actually closer to reality than some may realise (or want). Even at the end of the war, the great majority of untis on both sides in the east were non-motorized infantry. I understand that playing with tanks and TDs is often more fun, especially on open maps, but that wasn't always the historical reality. If I want to guarantee less infantry, I just choose "armor" or "pure armor" force selections instead of leaving it on random.
  5. Trivia on VT: "Variable Time" was a cover name, just like "tank" was in WWI. In reality, it is a proximity fuse that is not "timed" at all. It has a small radar transceiver that workd pretty much like Dandelion said. Pretty much anyone could time arty fuses for bursting effects, but it is very hard to get just right. There's only a window of a few milliseconds that you want the shell to burst in for optimum effect, so all sorts of variables (wind, air pressure, humidity, variables in manufacture of both fuses and powder, etc) can play a big part in making it not work *exactly* right. The VT fuse made it a virtual gurantee that you'd get airbursts (without lots of precise calculations). It was originally developed by the US Navy as an anti-aircraft round. IIRC, it was in full production in late '43, but was not available for Army artillery until later due to higher demand from the Navy in the Pacific theater and also the British for V1 "buzz bomb" defense.
  6. Well, I'm not *Russian*, but I guess I am still *Russian speaking*. I was a Ru linguist in the US Army for several years, so if anyone who doesn't know a lick of Russian needs some translating done, give me a jingle. It's been 8 years since I hung up the boots, so I don't remember everything (just the cuss words ), but I can dust off my dictionaries and certainly try.
  7. I like playing 500pt. QBs with everything on random. Sure, sometimes you get really bad purchases by the computer, but when that happens I just surrender and load a new one. 500 pts is small enough to run well on my current (read: slow) computer and they don't take as long to play, either.
  8. No one's arguing that you can beat up on Volksturm AI. Like Crap Game said, set up a QB and you play as the Volks. Better still, play against another human. Two things should then be obvious: 1) Playing against the AI is not the most challenging thing in the world, especially with lopsided forces. 2) The underdog can win regularly when appropriate tactics are employed. BTW, I don't care what the terrain is. (unless it's not a billiard table with no trees) Yes, on an open map the Volks will take heavier losses, but that's not to say it's impossible for them to win.
  9. Like was stated in the "US Defense 1000 pt game" thread, if you know your opponent's forces before you buy yours, it's easy to come up with a force mix tailored to defeat them. (especially against the AI) IMHO, this is unrealistic, gamey and just plain not fun. I like the way the QB generator was redone in CMBB to allow everything to be random. That's the only way I play QBs any more.
  10. 1217 for summer 1219 for winter BTW, a good source for looking up these numbers is the CMMOS program. It includes text files that list all the different bmps by category (for example, I looked in the "Hedge & Bocage.txt" file for these numbers)
  11. Captured small arms are sometimes available, why not 'fausts?? I'd have to nix the schrek teams only because there's no infantry rarity... :mad: (unless they were made ungodly expensive)
  12. Why wait? That could be accomplished right now by just creating different variants of the same scenario...
  13. It's just a matter of timing. You'll probably need to experiment a little to get used to the different tanks' speed capabilites on various terrain types. Usually, just give a "move" command (fast move has too great a penalty) that sticks out from the cover 10-20 meters. Your tank should get off a shot before reversing back to cover. Depending on the tank's speed, distance for your move command and unit experience, ROF, etc. etc., you can get off a shot both moving forward and while reversing. Targeting the enemy tank (even without LOS) can sometimes help if you don't have much of a delay before breaking cover and gaining LOS to the target. There's no way to give a pause command in the middle of a string of movement commands. The closest to that would be "hunt", but that can be a bad thing in this situation since your tank will stop and continue to engage the target without completing it's pop-up and therefore won't reverse back to cover.
  14. I agree! If you make a chart, be sure to post it! :cool:
  15. My understanding of spotting is this: Individual units each have a chance to spot something in their LOS. Once spotted, it is visible to everyone with LOS (aka Borg spotting). Having more units available for spotting will increase the chances of something being spotted only because each unit has a "roll of the dice" to spot. There is no multiplier I am aware of. Units with binos are considered equal for spotting (unlike the different armor optics). Units with higher experience are better at spotting.
  16. Another tidbit for Allied vs. Axis armor: Pop up tanks (from behind a hill crest, building, etc.) at widely spaced intervals at slightly different times. As most german tanks have slower turrets (or none for STuGs, TDs) they will slowly turn to engage the first tank to pop up. Of course, you've set your tank to reverse back to cover after taking a shot or two (this is the rough equivalent of the "shoot 'n scoot" command in CMBB). While the german tank is turning in it's hopefully vain attempt to shoot at tank #1, tank #2 pops out from cover on the other flank and gets a shot or two at his side. Make sure to give tank #2 a command delay so he doesn't pop out too soon! Of course, he will be set to reverse also in case he doesn't get a kill. There's 2 things that can make this work for the allies. Shermans are fast and can lay their turrets on target fairly quickly. The bigger German tanks have slower turrets which greatly increases engagement times for flanking targets.
  17. IIRC, they have a nominal blast rating of 1. Most bursting AP rounds had a delay fuse (or base fuse) to give the shell time to penetrate. When fired into a soft target (like mud), this delay would usually mean the round has buried itself too deeply in the ground to provide a useful blast. Of course, solid shot is even worse. Basically, you'd have to hit someone (or hit something that sprays splinters around) to do anything besides get their attention.
  18. Interesting idea, JasonC. What about adjustment for experience? (how much?) This could help model fire discipline as the higher the experience, the less likely a unit would use up an ammo point. Overall, I think max ammo loads would have to drop a bit under this plan since an ammo point is not always used when a "shot" is taken.
  19. Not to speak for mike8g, but I'd imaginge he got the FO mainly for smoke support. Smoke his tanks out and you accomplish 2 things. 1) His tanks can't see to shoot you from long range. 2) His tanks can't see you as well close assaulting with shreck teams from several directions. Heck, I'd even consider using 2 mortar FOs for both smoke and a little HE to force him to button up/pin his infantry support. IIRC, open top TDs are pretty juicy targets for arty, too.
  20. AFAIK, vehicles and guns can't be put in buildings. Factory floors may be more open than regular buildings, but they usually have lots of large machinery, etc. that prevents AFVs from driving through and even seeing through them (no matter what Hollywood says). The graphics do not directly correspond to any holes in the buildings. Even though you might see a big door, it's not really there in the game. It would be nice to see small AT (no larger than 45mm) and "pack" guns (some INF, RCLs, etc.) be able to be emplaced inside buildings. Once placed, they should be immobile, though.
  21. Some of them have a small transport capability as well. Load them up with some split squads and/or heavy weapon teams and use them as a reaction force or reserve. Some of the larger 'minors' can tow AT and INF guns, too.
  22. --and-- I seem to remember somewhere that when only the LMGs of a squad are used (no other weapons being in range of the enemy) that it's possible for an ammo point to not be used? If so, this would certainly help ameliorate this issue with the Volks. Heavy SMG squads. Of course, the only real solution for this problem would be to track ammo by individual weapon types within the squad.
  23. Best tactic for any armor action in built-up areas I can offer is to use the "Covered Arc" commands to have tanks in a platoon point their turrets in different directions. Normally, the lead tank takes the front 90 deg., the next tank takes 90 deg. to one side, the next 90 deg. to the other side and the last tank the rear. They will keep their turrets pointed to the CA even when moving. This helps both spotting and response time for off-axis threats, especially with slow- or very slow-turreted tanks. Of course, it is no help at all for TDs and StuGs!
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