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aleader

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Posts posted by aleader

  1. Use them to call in arty support from a nice safe distance so your platoon HQs units can stay in proximity to their squads to keep them in the fight.

    Putting your company HQs together is just asking to have an arty strike decapitate two companies. Let them coordinate through BN like they are supposed to.

    That is how I often use them (for arty), although I find that an XO team does an equally good job (same delay, good accuracy). I generally don't put the HQs together but would like to know if info is shared between the two if you did put them together. Anyone know?

  2. Keep in mind that HQs don't pass information up to you, everyone passes information up to you, because you are the leader of every unit on your side at once.

    That was the gist of my post...I'm the supreme commander...everyone answers to me ;) If they're not providing me with something additional to the platoon HQs, they're not much use, other than the ability to replace a platoon HQ I suppose. I'm assuming though that I would be able to see 'more' units and/or have better info on spotted units if my company HQ is in C2 with the platoon HQs.

  3. Other than not getting information from other companies, no.

    So, if I had an 'H Company' HQ sitting beside the 'F Company' HQ they would share the spotting info from their respective platoon HQs (assuming all have C2 to one another)? If this is true, it would finally indicate a use for these HQs in game. If not, I still don't understand their usefulness, other than to be there for realism sake. In real life, these higher level HQs would report above (to me in this case) and the situation could be commanded accordingly. This is the role I see them playing (i.e passing spotting info up to me, the player).

  4. And what I still don't understand after all this time is what is the in-game effect of a loss of C2 with your Company/Btn HQ? Is there any reason to keep them in C2, other than maybe arty time on target? Surely morale is not affected so long as you are in C2 with your platoon HQ. IIRC in CMBB the higher level HQ's were able to 'gather up' broken units or those that had lost their platoon HQ, but that isn't the case in CMx2.

  5. Pretty sure it was Steve that said it's a partial mitigation of the already too-liberal ammo sharing rules. Park a squad next to their platoon MMG, and belted M2 ball automagically turns itself into en bloc clips for the Garands and 20 round box mags for the BAR as fast as the squad can use it. All the while every rifleman and the MG are blazing away: exactly who is converting this ammo from one form to another? Not to mention that the ammo is always stored in vehicles in exactly the format you want it.

    The penalty for such convenience is that units are restricted in who they can share with.

    Roll on a proper inventory system where ammo is recorded by loading type as well as calibre. Until then you're going to have to live with swings and roundabouts.

    I can see the limitations for different types of rifle/MG ammo, but a 60mm mortar round is a 60mm mortar round is a 60mm mortar round... I'm not asking them to allow an 81mm round to morph into a 3 inch round or anything. It's one of those things where I can't imagine anyone actually complaining about the implementation of it, yet most would welcome it (or not care either way).

  6. If you scroll all the way down on the left hand side bottom you'll see an info panel about the forum. One item says smilies are on, you can click that and it'll show you the basic icon options and their respective key strokes.

    Sorry hadn't caught that this one was page 2 already, my apologies :)

    heh an excuse to use another icon

    Lemme take a look, I know Steve has responded on this. I can't promise to spend too much time on it, but is one of those subjects that really is open to going either way.

    Thanks, I guess I've just been doing it wrong ;) That's better...

  7. This thread is an old one that I looked up as you'll see by the first post. Been here for a while, I know to search. Among the searches I completed I saw no response from BF. There may be one somewhere, but I have a personal life too ;-). As far as I can tell, BF is Steve's occupation, no?

    Whether or not it affects you, it seems like a pretty petty limitation. Ammo bearers in real life I'm sure do not hoard ammo while other units are under fire without any. Seems to me the other soldiers may take offense to that ;-). Completely unrelated, how do I post the 'smiley faces' inside my post? Never been able to do it, have never thought to ask.

  8. I'd say a fall release may likely have been planned from the start, no? Not sure about most of you, but my game playing takes a major nosedive when spring/summer finally arrives. I likely wouldn't pick it up until then anyways. Having said that, Black Sea is tops on my list. Taking a pass on Red Thunder in anticipation of this one.

  9. SF is worthy of an upgrade for sure. I'm very much looking forward to the new one. I never thought much of the modern desert setting, yet find myself going back to it more than CMBN. SF in europe will be awesome if they get it right...and with BF's history there's no reason to think that won't happen.

    And I'm with you Erwin. ARMA is great if you have time for multiplayer and fiddling with realism mods. Absolute boring, buggy crap in SP.

  10. Just ran into this rather ridiculous limitation in a battle. My one 60mm mortar had run out of ammo so I moved another ammo bearer close to him and he would not share the ammo with the mortar team.

    Also had another mortar in the same battle that refused to fire it's mortar rounds after the first 3 rounds. It was healthy, not suppressed, had clear LOS, it was deployed, but it would not fire for 20 some turns. I tried moving it, targeting different areas, nothing worked. Anyone run into this?

  11. As someone said, the major issue with CM is that people 'expect' stuff to happen in certain ways (WW2 as seen in the movies etc), and then are surprised when it doesn't. See what the engine does then analyse it, and often it is perfectly valid, just not what you assumed would happen.

    As stated before, this is not the issue. That's like saying you expect tanks to shoot forward when they're facing backwards because that's just what the game does. That's crazy. When I send an HMG team into a building and they run around in circles waaay out in the open and then line up where the enemy is firing instead of staying in the cover they HAD against the house, this is stupid, period. Yes, I expect them not to be stupid. If this is an unrealistic expectation of CM, call me unrealistic.

  12. Try a short range (20-30m), 360° covered arc, while using hunt (or any other), to keep them moving, in spite of spotted non engaging enemy units at range. Also have a hide at each waypoint to at least make them dive to cover at once, when stopped in the currently occupied AS for any reason. If the final waypoint is not finally reached and using hunt, in next orders phase cancel any targets, change the movement order for the waypoint to any other and set the 360° short range CA. This emphasizes covered movement, before any engaging the enemy. Works pretty good for me in dense urban terrain, when moving around house assaulting parties.

    Good tip, thanks. I'll try that.

  13. Not sure about binocular use but I always though that for the purposes of getting hit by incoming fire you *could* rely on the graphic stance to indicate who is in harms way and who is not. Certainly standing vs prone seems to be that way.

    I don't know about you if I am using binoculars I have trouble seeing anything 8 - 10 m away. I'm looking much further away :) At which point I would expect my buddy to grab me an pull me down and say "what the hell are you doing the enemy is right there" :D

    Exactly. The only 'visual' I need is my troops falling down dead when they stupidly ran out into the open when staying against the building would have kept them safe from fire 3 buildings over. If this is abstracted in some way and those men aren't actually in the line of fire in that open area where the bullets are hitting them, then BF needs to completely re-design the entire LOS system.

  14. The lesson, think about how your pixeltruppen are going to move before you commit them and if you aren't sure, do something to increase the odds in your behavior or try a different path.

    This is against a human opponent, so the 'AI having the same rules' doesn't apply. As I stated, I've simply given up trying to move them as they should move in RL, and just either don't move them (a ridiculous restriction IMO) or only move them in complete safety all around the building, and/or under smoke. This obviously adds a lot of unnecessary hassle and unrealistically limits movement in urban areas, a reason I don't like playing maps with urban areas in CM.

    Also, maybe I'm doing something wrong here but when I give a hunt command into a building from just outside the building the squad will often stop w/o going in because they have spotted enemies previously outside the buildings, sometimes several hundred metres away, forcing me to either use 'quick' or 'assault' to get them to actually enter the building. I would like a hunt command specific to entering buildings that ignores what's going on outside if the unit isn't under direct fire.

  15. German full strength HMG teams have 6 men. This includes the gunner team and the ammo bearers. This unit can not be split. US HMG teams have gun team and ammo bearers seperated (2 teams) by default.

    The point is that full strength german HMG teams are a rather big target when cramped in a single AS, depending on terrain type. Usually it´s just the 3 men gun team occupying a fighting position, with the ammo bearers seperated at a distance, at least 1-2 AS apart in game terms. In real life they would keep out of the fight, unless in an emergency. A single german HMG team thus can not operate the weapon and at the same time have ammo beareres on hide. Any fire directed at such a large team would make it very vulnerable at whole.

    I do the same strength reduction for US/UK teams under AI control and usually leave them at original strength when human played.

    Steve said it´s made this way so that there´s enough crew members left to operate the weapon, when the actual gunner(s) has been killed. Well, in RL a HMG would seldomly stay until last crew member is killed and rather retreat or move to a switch position. Matter of realism, or maybe of taste, but I prefer to have HMGs a small of a target as possible, particularly for an AI player.

    I didn't even realize that you could split a HMG team, have to try that. I think the bigger issue is the pathfinding. I'm in a PBEM QB right now where I'm moving US HMG's into better firing positions in a central town. The incredibly frustrating thing is how they will not hug the wall when they enter a building. Instead, they run to the door and then run straight out perpendicular to the building in the wide open and start going in the door, lined up, ready to now be gunned down.

    Common sense would have them straddling the door on either side and entering one by one as the rest of the team hugs the wall and waits their turn. This is how it happens in real life...if the soldiers want to live. This has happened to me twice now in this QB alone, and I've taken to just leaving them stay put, or only moving under smoke or absolute safety in all directions to compensate for the shoddy pathfinding.

  16. Quite correct, spot on. The first time I tried using a Co HQ to "replace" a platoon HQ I saw the C2 chain stayed red and I though "hey, this is not working" but then I noticed the voice, sight etc icons. My aha moment.

    And they receive a benefit from this? The squads should have a green light indicating they are in contact with the Company HQ (if they were part of his company) in this case, no?

  17. XO teams are mostly useless, because they're only useful if you unwisely place your HQs in harms way... like I do... :) Until they get to step into dead men's shoes and replace your dead leaders, they can either be used as battlefield medics or another rifle team.

    HQ teams are pretty important. Keeping your elements in C2 (even with a bad leader) makes a large difference in how well they respond under fire. Platoon HQs have the biggest effect. We're told that having a full chain of C2 gives greater benefits, but those effects are less obvious. I'm more convinced of the benefit of having your higher echelons be less of the REMF and more of the FESE (First Echelon Snake Eater). For example, I'm having the Bttn HQ in my current game round up a bunch of AT teams from different companies to go hunting tanks in the Bocage so they can stay in at least one level of C2.

    Thanks, I always figured XO teams could be used to replace dead HQ's, but I haven't watched it that closely. I usually forget they're there because I'm never quite sure of their importance. I know HQ's are important, but what about the 'HQ support' team?

    So, if I take a Bttn HQ or Company HQ and bring them near a gaggle of unsupported (C2) units, they will still get benefit from it? In this example, the would have no C2 to their original HQ (i.e. platoon HQ), possibly none to the Company HQ, but have C2 to the Bttn HQ, correct? This will imbibe benefit to them? I always assumed that once the platton HQ was out of C2, the entire chain is broken. Don't radios have some role here?

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