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Horncastle

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Everything posted by Horncastle

  1. Anyone know if a more realistic method of using transport for troops has been thought of for CM2 or CMII? For instance at present even when there is a command delay troops disembark immediately from the vechile as soon as you start the action/movie turn. It would also be good if one could issue an order to a transport to wait until emabarkation before moving off, and likewise to infantry to move when the transport has reached its destination. Also for a few members of a squad to be able to shoot from some transports would be good, or was this deemed dangerous. When I was in the Army cadets no one was permitted to have a magazine or loading rifle was this the same in WWII, or were more pressing rules such as not getting killed foremost.
  2. Does anyone find that green troops are in most cases sufficient for defensive actions? Being dug in and having well planned defensive positions with good ambushes makes them pretty effective, you can then also outweigh the attackers numerical advantage. I also find that having more troops can lead to uncertainties in the opponent as he really doesnt know where the bulk of you force might really be. In attack I think one does have to take regular or maybe vets as artillery can play havoc usually.
  3. How vulnerable to artillery is the Uni carrier? I was playing a game and had 6 wiped out by 170mm artillery in a flash and well a bang, which is pretty large bore but Im sure even smaller artillery can quite easily take one of those crew members out having no top cover. Is the blast radius an abstract number or is the blast size for the shrapnel in meters? Anyway that aside the Wasp is wicked but i find keeping him buttoned up makes him occasionally very slow to spot stuff, its great though when they are brave enough to drive up and take armour like a StugIII out.
  4. Im am curious to how spotting targeting and firing are modelled in CM. Theres quite a few questions here but Im getting confused when I start thinking about them so need clarification! When a yellow target line appears does that unit 100% know it is being fired on, or can another unit see that the said unit is being fired on and this is the cause of the yellow line. If it does know, does it mean the unit has a definte fix on the location or knows just the general location that the fire is coming from. Now once it targets something is it just fire in the general direction or has it pin pointed it and is just lay down the area with fire. For instance inf in a wood 500m away, it would be impossible to be able to target men I assume so that they see the smoke muzzel flash and tracer(?) coming from that direction and just fire back. Is the reason why firepower goes up when you get closer reflected by the ability to bring more weapons to the target e.g SMGs or the fact that once closer units have a much better idea where to shoot and this increases the lethality.
  5. How does one give an order to an enginneer to clear mines in CMBO? Or do they automatically do it if you place them near one taking a few turns? Cheers Peter
  6. I agree it would be an improvement if the AI had some rule that acted as a memory. If an action( get into nearest cover due to enemy fire)failed, due to a building being full or running across 50m of open ground covered by HMGs causing them to run back to their original position; the AI would not then try to get back into that same cover but seek something elsewhere. It would most probably add many AI rules and be pretty complex to code accurately but its something to put in CM2 maybe.
  7. I was just wondering if anyone had any idea if it would be a good idea to include the german technique of strapping 5 or six stick grenade warheads together to a stick grenade to create a lethal device? The allies have gammon bombs, just wondered why this german technique is not used? Was it only developed late on in the war, or was their a grenade shortage or something.
  8. I had a little situation where by a platoon of brit airborn were coming under 81mm fire by some mortar about 120m away, after shooting at it for 4 turns to no effect and no further German inf popping up I decided to rush the mortar and take it out. The first squad to run across then got butchered by another airborn platoon in a house about 80m away who had five mins ago just walked past the same hapless souls to take up their positions in the building. Anyway I lost 4 men and caused it them to break, luckily my second squad charged with no such bad luck.
  9. Well Im not actually saying Im cramming the place to the rafters for a big knees up. Imagine this situation I have a platoon that I want to keep with in command of their HQ unit, the only decent cover is a building so I place the HQ and a squad in the building. I leave the other squad outside, it doesnt make tatical sense in such a situation to send them 200m to some woods really. When they then come under fire rather than retreat to some dead ground they run back and forth into the building and then outside. Of course in the next turn I shall order them into dead ground, but there is a small problem with the AI in that it will allow repeated behviour such as this, and has little to do with my tatical incompetence( a major hurdle I must admit!). As to the maxim "houses are tombs in waiting" I would very much disagree. Of all the most deadly and dangerous places to attack in a real war is the built up environment, due to the cover from weapons and sight that it affords those inside ( not to mention those who have time to dig in a fortify such places). As such it should be reflected in CMBO, in both tactics and game modelling IMHO. Laters
  10. Something one would expect to happen in poor visibility happens a lot at night too, happened in WWII quite a bit I hear. Good feature I thinks.
  11. Another problem with infrantry when under fire I have found is repeat behaviour when a building is occupied. Im not sure if there is a maxium capacity of troops a building can have ( sure there is ), but I have found troops running into a house to get in cover to find its full to run back out, come under fire, run back in and so forth. This not only exposes them to more fire, but they are unable to return fire effectively as they are too busy running back and forth.
  12. Sory meant to add I think it also lists the blast radius for the flame so you can thus gauge how close your troops can be
  13. I think the Churcills flame has a 100m range. To check click on a Crocodile and hit return to bring up the info screen, it should list all the weapons including the flame and list its range, as well as the MG and its firepower rating
  14. I concur. I got this game for a £5 out of some dodgy shop, and it is totally unplayable. I think there are about 10 patches for it now to make it close to working The creator is a chap called Derek Smart and I believe has the honour of being involved in the longest ( maybe first) flame war ever, due to his above qualities and crappy game. Yes he does seem a bit of a tit.
  15. Im pretty sure even the quickest enginneer squad would be unlikely to see if they can try and beat their personal best while a battle rages on. Im of the opinion that clearing obstacles is a lot more difficult in a hostile environemnt than it is on a training ground. I would also like to know how much equipment would be needed to do some of the jobs mentioned and support needed e.g. halftracks etc to carry equipement and men. Any ideas anyone? I thought the engineers in the game were just like infantry but desinged for assults and support in built up enviroment against buildings/bunkers and armour.
  16. Both are already available in CM as far as I know. A Nebelwefers is the german for rockets, which are off map artillery in CM. You can get Wirblewinds as well I believe. To use these just create a Quck Battle and choose them, me thinks Wirblewinds are found under Armour and rockets are obvioulsy under artillery. Im pretty sure "Another day in the cavalry" gives the germans a 300mm Rocket spotter, which when I played I found rather useful.
  17. Chaps this is what I usually do 1) Move half my panthers on to the trees on the ridge to provide fire support, blowing up buildings etc. ( sometimes I get taken out by air power real bad i.e. knock outs and immobile) 2) Move most of my force to the edge of the woods closet to the village. Sometimes send a platoon up to the 4 houses near the little lake as a diversion ( good at using up the american artillery) 3) Use all my artillery on the forward positions of the yanks mainly on the woods and house towards the front 4) Use 81 mm smoke to cover my inf attack 5) Charge with all my inf, when smoke clear I normally have around 3-4 HMG teams that can give some supporting fire from the woods 6) Begin to move my Panthers down towards the yanks 7) 50% of my inf take heavy casualties and run broken, platoon HQ generally hold their ground putting many units out of effective command 8) Remaining 50% are suppressed and slowly over a number of turns get killed and break I just can't seem to beat it, there are just too many of the damn yankee blighters. Im pretty sure my tactics are reasonable, just cant seem to make it work out.
  18. Theres a scenario that I cant beat the Ai on as the gerries, its called Kommerschiedtd or something cant remember the exact name. Anyway you have a number of panthers and a company+ size force of inf and some artillary. Trouble is the yanks seem to have just to much inf to overcome and I always get wiped out by the end due to the seer numbers of yankee troops. Any suggestions how to beat this scenario? Cheers
  19. Old Mr Magua certainly doesnt need his eyes testing, I must say those buildings are bloody excellent! Love it, cheers.
  20. <BLOCKQUOTE>quote:</font><HR>Originally posted by Shadow 1st Hussars: Cheers mate very much appreciative
  21. <BLOCKQUOTE>quote:</font><HR>Originally posted by Lordfluffers: The Tiger was an inf or close support tank???? The Tiger was designed to compete with the T--34's and KV's in Russia and later the Russian TD's and Stalin I and II's. It is massively armoured especially when it entered service, and possessed one of the most capable anti tank guns of the war. What made you think it was primarily a inf support tank? An Inf support tank generally has less armour and a larger caliber though lower velocitied gun e.g. StuH42, Sherman 105, Churchill AVRE. Cleared the situation? [This message has been edited by Lordfluffers (edited 01-18-2001).]<HR></BLOCKQUOTE> I think you have misunderstood what I said, if you look closely I was pointing out that the tiger was not an inf/close support tank to the person who started this thread. This was to highlight the fact that one shouldnt be to pissed when you tiger is in the thick of inf and tanks and gets knocked out, as it was primarily designed like you pointed out to take out tanks from a distance etc.
  22. I thought the Tiger wasnt primarily an inf or close support tank so shouldnt be too effective at close range surrounded by teeming inf and tanks. I think this is more an accurate model of a Tiger than a bug. When I play this scenario I find young Witty to be a dab hand if you place him nicely, say next to a building where the Brits stick their long green snouts from behind. if one leaves him out in the open to see hundreds of threats appearing then dissaperaing all around, like I have done before he does become a bit indecisive. however when you think that some of the threats could be firefly's and 95mm guns firing hollow charge, it pays to switch targets
  23. 1) Historically which was the most effective anti-tank weapon i.e. range, reliability, speed of reload, accuracy, weight 2) In CM which is the best in peoples opinions Cheers
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