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DevilDog

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Everything posted by DevilDog

  1. I've read numerous German first hand accounts of the war in the east and have yet to hear of friendly fire incidents by Axis air power. I'm not saying it didn't happen; it obviously did, but I've yet to read about it. As a matter of fact all the German accounts I've read from non-coms up to general have universal praise for the Luftwaffe close air support and distain for the effectiveness (or lack thereof) of the Soviet A.F. Remember that the Luftwaffe was highly trained in the early stages of the war, more so than their Allied counterparts. German doctrine was to use the close air support for shock value close to the front lines and as mobile artillery for forward units once breakthrough had been obtained and they out-raced their organic artillery.
  2. I've had this experience with my tanks several times. And it wasn't a mix up between rotate and reverse orders. It usually comes after a move command IIRC.
  3. This is a real life problem and the fact that it's included in the game engine is impressive. Due to sights being elevated above the actual weapon barrel it is possible to have LOS and draw a bead on the target; but due to restrictive visibility the gunner can't see that the barrel is actually pointed at intervening high ground. Such incidents result in SOPs requiring the vehicle commander to walk around the tank and visually inspect for obstructions when in a defensive position. It also resulted in ammo being fitted with a fuse to prevent detonation prior to a centain number of revolutions of the round fired in order for the round to travel enough distance prior to detonation so that the firee is not in the casualty radius of the exploding ordinance. Had this happen to me and my platoon with small arms numerous times as well, due to elevated sights on M-16A2 and M-249 SAW. Luckily all ricochetes went down range.
  4. Being an engineer I always find such technical information highly interesting, but am too lazy to look for it anywhere besides a Rexford thread. Keep it coming.
  5. Why? The Allies identified most turreted tanks in Normandy as Tigers. (I used to think this was just due to panic, but the Pz IV and Pz VI look fairly similar given only quick glance.
  6. Well you're right, there's nothing tiring about running a few hundred meters. Oh, wait! That's not what those movement commands represent. They represent movement by rushes, which is very tiring, especially when under fire. Rushing involves individuals(or squad sub-units) getting up from a prone possition, running several meters and then plowing into the ground at close to full speed in an effort to get to cover before being shot.
  7. I looked in the v1.01 features thread and didn't see any mention of this being fixed.... This was discussed a while back, but wasn't a problem for me until recently when testing a scenario I had designed. I had two squads from a platoon under command of their HQ unit, all three of which were hiding. I positioned the squads in a factory near exterior walls with the HQ unit between them in the center of the factory away from any exterior walls. At the begining of a turn no enemy units were in sight. Then an enemy squad appears and walks right over one of my hidden squads. So far OK, I wanted that squad to engage, but I should have given a cover arc command. The enemy unit passes over my squad, through the factory into the street and then for some unexplainable reason my HQ opens up on him. Both of my squads with full LOS to the enemy remained hidden the entire turn. The enemy unit did not see my HQ unit until they opened up, and were not moving towards the HQ. All I can figure is that there is some minor glitch in the code somewhere that treats HQs different than squads. Anyway I never saw anything that said BTS had recognized this as a bug yet. Any comments? (Just cut and paste from the last such thread)
  8. I like the Czech 35t and 38t. The Nazis were sure lucky the Brits and Frogs sided with them on this one. They (Germany) would've gotten their butts kicked if they had actually had to fight Czechoslovakia.
  9. Without cammo any defensive possition that required moving earth to construct will stick out like a sore thumb. It IS possible to cammo a trench or other defensive possitions, however it does require a fair amount of work. I think this topic was discussed prior to the full release with it being suggested that cammo be available for purchase along with fortifications. IIRC the response was that this was not possible due to engine constraints, but maybe it'll be in the CM2 engine. [ October 18, 2002, 04:26 PM: Message edited by: DevilDog ]
  10. Yeah, I had a German rifle squad target one of my German MG teams and rout them. I didn't catch it for a few turns, so I don't know if they caused any casualties or not, as the Ruskies were also shooting at the MG team. The squad was about 150m away from the MG team in 200m visibility conditions. There were several other German units close to the MG team which received the "friendly" fire, and all were hiding. This is the only experience I've had with this so far.
  11. Nidan 1: The Marine Corps is planning on replacing the currant AAVs with the AAAV system in the near future last I heard. But I haven't kept up to speed since I got out. I doubt that the new AAAVs will have firing ports as its primary function is amphib - to get the marines from ship to shore, just like the old LTVs. The personell carrier mission is secondary, although that's where the 'TRACs get the most use during training.
  12. Nidan 1: I was a company level infantry officer '95-'99. The AAV is an upgraded version of what you had. They claim it has armor, but you can practically spit through it. Supposedly the AAAV will start reaching the Fleet Marine Force soon, but I don't think the armor on that will be much improved. There is some additional bolt on armor that might keep out rifle fire, but it was all aluminum when I was in and not very effective. The AAVs are also called AMTRACs by the way. Like I said in my previous post I never liked riding in the AAVs because higherups liked using us as if we were riding in tanks. Against a competant and well armed foe our life expectancy would have been fairly low. We practiced getting out of the 'TRACs as fast as possible, but when you have 19 marines crammed into a ten marine space..... [ October 16, 2002, 12:59 PM: Message edited by: DevilDog ]
  13. In the USMC we trained to engage the enemy from our AAVs (the amphibious personell carriers of the USMC) by opening the top hatches and having half the squad face to each side. You don't have to be absolutely accurate with small arms fire in order to supress. I personally didn't like this tactic simply because instead of being 13 individual targets (which are much harder to kill) we became one big target (fairly easy to kill, because the AAV basically had no armor). The tactic might do well against poorly trained troops with low morale who have no RPG or anti-vehicle weapons though.
  14. That's likely a result of bogging down and then becoming permanently immoblized. I've only had time to play a couple quick games, but vehicles seem to have a higher chance of immoblizing in CMBB then they did in CMBO.
  15. I originally suggested this right after the demo was released. Hubert said he would put it on the list for consideration for future versions of SC.
  16. I had a game as Allies where not only did France fall, but so did Sweeden and England. The Axis player did a simultaneous invasion of them both. However I was able to drag it out long enough that Russia came in with all but a few of his corps overseas. I made it to within a hundred miles of Berlin before he was able to begin an effective defense. Needless to say, from there it was just a matter of time. He brought everything on the invasion of England (like 5 armies, 3 tanks, several corps and two HQs) - by turn two I knew I had no chance to hold the island. But I knew that once London fell Russia might come in, and would for sure come in when Manchester fell. So it was just basically a matter of delaying the fall for as long as possible. [ September 30, 2002, 01:57 PM: Message edited by: DevilDog ]
  17. Well I cashed in the French fighter and all the navy, got a HQ a tank and another army all to no avail against Jolly. True I did evacuate them from France without much fighting, but this gave me a sizable Free french force of 1 HQ, 3 armies, 1 tank and several corps. All to no avail. I also purchased almost nothing but air fleets (and 1 HQ) as the British. As the Russians I managed to take Finland using all my air and only purchasing corps to slow down the German advance, but when Germany has a ~400 MPP per turn income and maxed out in industrial tech its no contest. So let's see the match-up!
  18. I would back the two ideas presented earlier in this thread of removing industrial tech advances and also making each additional unit purchased cost more to simulate the added mainenance and supply requirements. I think any changes will certainly have to be play tested as they could unbalance SC in a different direction. And as for changes, less is more.
  19. I also did a quick game against the AI to verify the optimal method for winning as the Germans. Buy 5 tech points as early as possible and put them into industrial tech. Keep them there until tech level 5 is reached. Poland, Denmark, Norway and France can be conquered without purchasing new units. Don't invade anyone else and mass your troops on the Russian border; this will keep the USA and Russia out of the war til late '41 or early '42. Once industry tech level 5 is reached wait until the turn befor Russia attacks and buy 20+ air fleets (cost 200) and 12+ tanks (cost~less than the planes). Also buy five more tech points and put five in jets and five in tanks. None of this should bust the bank as the German player should have around 6,000 MPPs saved up by the time Russia comes in. And the rest they say is history.... [ September 25, 2002, 11:06 PM: Message edited by: DevilDog ]
  20. Where to begin....? I was once young and idealistic, thinking the world was mine, that all that was required was a dream and hard work to succeed in life. And by succeed in life I of course mean crush all SC opponents with ruthless efficiency. And for a short while the world was mine. But then reality intruded. It was a dark and stormy night. It was the best of times, it was the worst of times. The SC message boards were troubled by the murmur of heritics decrying that all was not well in SC land. And so King Hubert called forth his knights and issued a challange to restore order once more in his kingdom. And so the quest for the Grail began.... I found myself matched against a perilous foe; the dreaded Jolly Guy. Mere mortals trembled and fled from his presence, for his reputation as a foul destroyer of unbeaten PBEM records preceeded him. But my heart took courage and I faced him fearlessly. For I had...a Cunning Plan. Unfortunately, the programmer I'd hired to hack into the code to give me unlimited MPPs was temporarily unavailable, requiring me to go to plan B. And as it turned out, plan B wasn't nearly as successful as The Cunning Plan. Of course the battle began in the manner prescribed by history, that is the drubbing of the hapless Polish nation. While the Poles were valiantly ceasing to exist, the French were using the time thus gained to polish up their surrendering skills. Yet when no Germans arrived to accept their surrender, they grew tired of waiting and departed to England for a vacation. Finally the Huns advanced, wary of some Gaulic trick involving inebriation and the ritualistic waving of white bed sheets. Shortly thereafter the Danes and Norse awakened one day to find that their countries had turned grey overnight, possibly having some connection to the environmentally unfriendly Prussians having littering the bottom of the north sea with metal hulls resembling former German warships. And then the waiting game began...and the bordom set in. But wait! The waters of the Mediterrainian were stirred into a froth as the Italian navy, most of whom would rather stay on land and eat pasta anyway, clashed with their British counterparts. While attention was diverted from their peaceful island, the British strove with their might and amassed six fleet of air ships, surely enough to quiet the tedious Teutonic taunting from across the channel. And while they met with initial success in the destruction of a single Nazi air unit who appeared confused as to which direction east lay, reality soon set in. For the Germans had begun a ruthlessly efficient advance into mother Russia, assisted by the ten air units who HAD found their way east. And the western Allies rapidly gained a proficiency rivaling the early war Germans in losing ships and transports. Of course they were helped along in that regard by the seven plus two per turn reinforcements of the German sub fleet. And so the sad tale ended....except for the last whimpering complaint: I got one tech advance on the first turn and no more for the next 79 turns. [ September 25, 2002, 11:04 PM: Message edited by: DevilDog ]
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