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Horncastle

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Everything posted by Horncastle

  1. Where can I get those decent looking building mods that are in the background?? Cheers
  2. Sorry made a mistake I thought the Churcill could take HC rounds but i was thinking of the other funny little Brit tin can the Cromwell with the 95mm which comes with HC ( I took a tiger out with a green 95mm Cromwell by the way ) the buggers all look the same to me.
  3. I think the Churcill is a great tank its armour I find to be good enough for most threats and it can draw lots of fire, which is good if you have more vulnerable units. Its great in close support and this is shown with the excellent variants, AVRE, Corc and 95mm. If you need to take a village or town where inf are dug in and crawling all over the place there is nothing better than a Churcill. The AVRE I think is a little too specialised, its gun will never get close to any tank that needs such pent power, and even then its inaccurate sometimes. Regarding tank hunting its not the best, I was under the impression though it normally came kitted out with 5+ HollowCharge rounds which have excellent pent power. This can stick it up the boche somewhat, although I think everyone knows its not really there to be used against tanks and use it as an anti-inf/light unit
  4. Why does the Sherman IIC have a light green bit on the end of its gun? What was it used for? Cheers
  5. One of the best war films ever is I think its simply called "Tank" and its about a T-74 ( or something ) in Afganistarn ( spelling??). The commander is a bit of a mentalist, the tank must escape, loads of mujahaddin rebels with rpg's and stuff. Its a bit of a b-movie or fairly low budget, but only following the exploits of one tank enable it to work really well. Kelly's Heroes when the Tiger blasts open the bank is a wicked scene Whens the film about the Russian front come out? The one about the duel between a german officer and russian sniper? Love to see some huge epic with Prv Ryan effects about a tank clash, kursk maybe, anyone from Hollywood out there get cracking
  6. Wicked, didnt realise you were doing so much! Cheers lads
  7. I think the British 40mm Bofors gun was used regularly against infrantry, i have read a book following the british 3rd Division and they deployed them against dug in inf and buildings etc.. As they sedolm had air threats and towards the end few armour threats I suppose using them in this way was very effective
  8. 1- I think top priority is an expansion of terrain types, such as more varied buildings, better rubble, dug emplacements etc. 2- Also graphics that adapt to environment, such as winter cammo when snowing, more dirt when mud. 3- Also a realism mode where command and control is far more delayed, and each length turn is increased to say 2-3 min. Not sure how popular this option would be, but would make one think about things a bit more, and stop crew rushes and "dodgy tings like tat" 4 - Snipers and lots of other things mentioned already sound good too Cheers
  9. I think this point is far different than the one regarding tank crews. Bunker crews would most likely expect a heavy assult and be outnumbered, to abandon your bunker with a 9mm pistol would be suicide( granted if it had been flamed you would leave sharpish)you would most likely find yourself in the sights of approaching inf and would need some decent defesive weapons to hold them back and withdraw. Low ammo and the lack of any command are enough penalties to render these chaps useless in offensive/recce moves. My point is that they should be armed appropriately to be able to defend themselves and hold off a squad of inf to be able to escape to friendly lines Myabe one could be given some form of bonus points for getting crews off the board to encourage a realistic use of crew as it seems was the case, with tank crews trying to get back and fight another day
  10. Can someone please tell me what the typical arms giving to bunker crew was in WWII? I can see why tank crew when bailing out are only giving a few pistols, but I am sure a bunker packed with 5 men and a big MG would have a back up of varied side arms to help defend their position in the event it got overrun. Does anyone think randomising crews weapons would make the game a little more realistic i.e bunker crew would have a higher prob of recieving a few mp44's and rifles to defend themselves with while tankers would end up with nothing or maybe a pistol. Cheers Peter
  11. Anyone recommend any good war novels? Ones with tanks in would be good! Cheers
  12. I find FTs quite difficult to use, one time though they pulled one out the top draw for me. The battle ( cant remember exactly which one)is where the Brits have just landed and are moving to Caen and you have to stop them as the jerries, anyway theres a town and a huge forest area. Well after destorying the brit armour, I found the Brit inf advancing through the forest and they walked right on top of my recce pltn, I advanced my inf and the flamers and sent them scurrying quite quickly! It turned a bit pear shaped though when the forest caught alight and the brits rained down some hefty artillery and air attacks ( virtually wiping out 2 pltns!), if it wasnt for this i could have massacered them a lot quicker than I did ho ho ho
  13. <BLOCKQUOTE>quote:</font><HR>Originally posted by PeterNZer: Tell the to area fire the building. And trust me, it's better to have it this way than to have them so obssesed with targets they miss the panther coming over the hill. This happened FREQUENTLY in earlier versions and drove some of us to distraction PeterNZ<HR></BLOCKQUOTE> Sorry didnt make my point to clear regarding tanks targeting buildings. Ill use an example from the other day. PLaying as the axis in Team DeSobry, have 3 mk IV on hill near start, all the yankee tanks are sneaking about behind the buildings in the town mkaing LOS and targeting very difficult, I decide to knock down a number of outlying buildings by targeting them. They start shooting etc. A stuart is moving about and the tanks see him for around 3 seconds then he disapears, they all start targeting him and then dont go back to previous building target, thus sitting about for 40 seconds doing nothing. My point is that after some lapse of time when it seems the threat has gone they should ideally start carrying out their previous orders, much in the same way as a tank that is shooting at inf will start targeting a tank that appears and then once the tank threat is gone will return to the prev target the infantry. I dont like to area fire a target as I think Im correct in saying then they do not target threats that do pop up. The present way everything works is okay, but its just annoying when tanks sit about for 30 seconds a turn doing nothing, rather than destroying a building in 3 turns it will take 6 as they will not retarget a building if a threat pops up briefly then goes so you have to reissue an order in the next turn etc.
  14. Yes I find it annoying the way tanks decide how to use the main gun. Most tanks normally have a healthy supply of HE, with around 30+ rounds and considering generally ( in my games anyway!) most tanks do not last the whole game, I want them to inflict as many casualties as possible. Also tanks are designed to support infantry so surely they should be quite happy to demolish buildings in case they hold infantry and clearing areas of infantry like woods with HE. I find that tanks also dont re target things you designate. For instance when in a reasonable pos to destroy a building they will attack, but if they catch a glimpse of the enemy will begin to target them which is good. However when they enemy moves out of site, the tank will just sit there and not retarget the building, wasting time and can send coordinated plans into chaos.
  15. I was wondering about the validity of some of my tactics. Regardless of what side I play generally I try to demolish as many buildings as possible. I generally use my tanks as artillery, holding a line and blasting any buildings that could hold infantry, and open up LOS then slowly advance repeating the procedure. Is this a bit unrealistic, my concern is if the objective is to take a town, is flattening it going to leave in realism terms a useless objective?
  16. I read a book on following the British 3rd Infantry Division from Normandy to Bremen. From my understanding the actual taking of Bremen was rather easy with very few casualties, the city was defended by mainly Luftwaffe, Naval and AA crews with a handful of SS diehards. The outskirts and suburbs leading to Bremen were where the fighting was more intense. Ill have a look at the book and try and give you some more details about over operations the 3rd was involved in, I am creating some historical scenarios too if your interested, they should be ready with 2-3 weeks
  17. Been reading the discusion about art vs tanks, found this from a book that might add to the discussion Mjr R.B Moberley 2nd Middlesex on tkaing dugouts near Touffreville "He found 4 wrecked Tigers tanks NE of Emieville and at Cuillerville, 4 more tigers, 1 Panter, seven PzKwIVs, 3PzKwIII and seven 20mm SPAA guns among the bomb craters" The British also found the following memo in the dug outs 2nd Panzer Div memo to 326 GAF division which took over from them "The incredible heavy artillery and mortar fire of the enemy is something new for both the seasoned veterans of the eastern front and for the new arrivals from RHU's. The enemy has complete mastery of the air. They bomb and strafe every movement. They recce our area constantly and direct their artillery fire from air OP's. The attacking enemy simply beats down the forward battle area with his artillery and aircraft"
  18. If thios is the Villers- Bocage Operation. I have beaten the brits at this, its rather easy if you take the mindset that the Tigers are far from invincible. In the first Battle, I advise you to get your tigers to reverse and utilise the long range power they have. The Tigers that start at the top behind the smaller british group can get easily caught out from front and rear hits, try go ingthrough the fields on the right to flank them as the cover and fire pos are better there in my opinion. The infantry and PzIV i deploy on the dirt road near the big building and move them up to come on the left flanks of the brits to deal with all the inf that jump out of their half tracks. The inf you get given are vital IMHO, and there are enough if you keep them close to the tanks and dont let to many halftracks get knocked out. I wouldnt advise heading into the town using the road Witterman starts on as it crawls with tanks and inf and AT guns. Better to move to the roads at the back that lead into Villers, use your inf and halftracks to clear any brit inf. I was a little too cautious and my tigers arrived in the town too late to kill to many of the Brits tanks hiding there Have not really given the second or third battles major thought only played them once each. It just turned into a major pile up and carnage when my entire column moving up a dirt road stumbled on the entire british forces, with allied bombers too lots of knockouts and casualties without much tactics. Still won the op but not in such a convncing manner as the first battle
  19. Just been reading a book on the British 3rd Div. Lots of accounts by soldiers of spandau fire from the germans and its subtle noise but deadly firepower. What is a spandau a german LMG/MG42 or something different? Also what are Nebelwerfers ( german for mist-throwers??? ) some form of SPA?
  20. I recently played a quick battle and chose a german force, consisting of a good number of SPA 3 hummels, a couple of wespe and a company of those SPA half track things. Of course I had 2 comps of infantry and a few hertzer and tigers too. Anyway the americans chosen by the AI fielded a huge amount of infantry and a few tank destroyers. The Ai decided to go for two obj out in the open near some forest rather than the two in town, which made my job easier. I found a rof of about 2 a min I think by the hummels, in around the space of 10 mins, my SPA wave backed up by inf marching forward managed to inflict casualties of nigh on 400 for the loss of 38, another 100 were captured when the poor yanks had to surrender. If well supported and enemy armour is taken out, I think the Hummels are excellent and dont find the rof much of a problem. They are great for carving great holes in built up areas, allowing MGs to gun down the hapless survivors
  21. I am using the bridge over railroad at the moment, I was just wondering if a bridge over rail had been developed as it would look nicer. Just going back to my scenario, its set at dawn with fog which results in the yanks falling right on top of the poorly formed german lines. Am I right in assuming the maximum visibility in fog is around 200m? How CM models fog in more detail would also be appreciated, are units less likely to be spotted when moving at say distances of 100m for instance? Cheers Pete
  22. I was playing the Elsdorf battle as the Nazis, keeping everyone hidden and organising ambushes. As the Yanks approached, sticking to the roads due to the snow the lead Sherman spots my concrete pillbox and turns at the corssroads to engage it. At this point my 75mm inf gun hardly believing his luck has a nice rear shot at around 500m and takes it out with his first attempt. Now what happens next is silly, although the rest of the Yank armour that is following behind the sherman cannot see the 75mm, they can see that one of their more heavily armoured mates has just been taken out. First a greyhound follows the exact same path as the Sherman to engage this concrete Mg pillbox,and is promptly destroyed. The same follows with a Preistly SP a Stuart and Half track, all being despatched expertly by a measly 75mm Regular. Does CM AI actually take into account possible death/hazard/ambush spots? More to the point should it? Surely once something has been taken out from an unkown enemy position, any advance near where the casualty occurred should cease until deemed very safe Any thoughts or similar experiences?
  23. As I cannot PBEM, I only have internet at work, I hade no idea people like being the Wafffen SS or Jerries more. I really only ever play as the Bosche against the AI as the Geramn war machine is wicked. I was always under the impression that the Jerries are usually outnumbered in scenarios, Im not sure if this is true, but felt being the Jerries would balances the game against my sometimes thickie AI, so the underdog factor came into play. I think most humans are generally seduced by the baddies, particularly in the area of entertainment, as generally the good guys are just too boring. Cheers Peter
  24. Sounds like a wicked idea. I only have internet access at work and so cannot really get any of these mods and updates too easily to my home computer. Some tutorials and peoples experience on creating and organising decent scenarios and modifing BMP files would also be good. I too would be willing to part, in my case, with £13 for such a collection of goodies Pete
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