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PIATpunk

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  1. Upvote
    PIATpunk reacted to Pete Wenman in Master Map?   
    The best I can offer is the full Maltot map from which the "In the Shadow of the Hill" scenarios were created
    Maltotfinal.btt
    P
  2. Like
    PIATpunk reacted to Kaunitz in C2 & Information Sharing (REDUX)   
    This topic deserves to stay up high in the list of topics (no sticky topics here?)! So I thought I could add an interesting account I've come upon, cited from Joseph Klein, Fallschirmjäger. Piniere der 1. Fallschrimjägerdivision im Italienkrieg", p. 89 (poor translation by myelf ^^). The author - who was a platoon leader in the parachute-engineer ("Fallschirmjägerpionier") battalion -  narrates his encounter with a troop of Churchill tanks at Termoli in early October 1943. I found it interesting as it is an example of both "info sharing" and "shoot and scoot".
    Context: He and his men stumbled into 4 Churchills when they peeked over a sharp ridge. The clostest tank was only at a distance of 50m and the tanks had to be taken out quickly as they were overlooking the path of approach of their unsuspecting fellow platoons. The author also mentions that they had no Panzerfaust, Panzerschreck ("Ofenrohre") with them. They had captured enemy AT guns, but were reluctant to use them as they had no experience with them. They also couldn't knock the tank out with grenade bundles ("geballte Ladungen") as there was no cover to approach the tanks safely. However, the company of the author was supported by StuGs. His platoon also had a StuG (of some short-barreled variant) at hand, which had to do the job: 
    "Due to its inflexibility, our StuG was at a disadvantage against the British tanks. It had no turret, so the whole vehicle had to be turned in order to aim. Also, the short-barreled gun posed some problems*. We hurriedly discussed our options with the StuG-crew. [The author goes on to assert the truth of the incredible story, he also points out that the StuG crewmen - of the 16th tank division - were veterans from the eastern front and their StuG's two (?!) gunbarrels were marked with 8-10 rings, indicating the number of their kills] First, we directed our StuG to the left side of the road which offered better concealment. Then one guy went to peek over the ridge to spot the enemy tank and indicate the line of collimation/direction to the target to another guy, who acted as a grain on which the StuG could orient itself. Finally our StuG was ready. It would need drive up the ridge in a straight line. The StuG's low silhouette was handy in this situation, as only ca. 50cm would need to be exposed to the enemy tank-gunner. As they had also considered the angle to their target, the StuG's crew had depressed their gun to the maximum - it looked as if it would fire into the ground. One of our squad-machine guns and some riflemen would trigger the action by abruptly opening fire at the vision slits in order to dazzle the enemy tank. [details about the position of the MG and riflemen...]
    Then we got started: Shortly after the MG started to bark, and rifles and machine-pistols started to fire, the StuG's engine roared as it made its short approach to the crest of the ridge, followed by the dry "bang" of the StuG's gun. The Churchill tank was ablaze. It had been taken totally by surprise. As planned, its crew had been distracted by the machine gun and rifle fire, so they were unaware of the more serious threat. But I can't rule out that perhaps the machine gun and rifle fire had also had some effect on the crew inside the tank. We all rejoiced and were so excited that we almost forgot about the second enemy tank and threw our arms up in the air. [the StuG had withdrawn back behind the crest immediately after its shot] 
     
    ----------
    * "...wobei die kurzen Stummelrohre ihrer Kanone nur wenig Ausschlag und Richtungsmöglichkeiten auf das Ziel geben konnten" ???
  3. Like
    PIATpunk reacted to General Liederkranz in Stealth Bug Fixes in 4.01 Patch   
    I've noticed in the last couple of weeks that the 4.01 patch fixed several bugs I'd seen reported on the forums, even though they weren't listed in the patch notes. In many cases I wasn't aware that BFC had even officially acknowledged them. It's been fun to find these things, so I thought I'd start a thread to compile them. I'm grateful to the BFC staff and testers who have harvested these and fixed them, and I'm curious what others have found! 
    Here's what  I've seen so far:
    1) In CMFB, Volksgrenadier Sturm squads no longer have extra Assistant leaders. Reported and acknowledged after the 4.0 upgrade in 2016, now fixed:
    2) In CMFI, Italian HMG teams no longer carry superfluous US 60mm mortar ammunition. Noted back in 2013, in 2017, and again in March 2019 but now fixed:
    3) In the CMFI Troina campaign, US infantry company MG teams used to have M1919A4s instead of M1919A6s--but no longer. I noted that here in 2017: 
    4) In CMBN, you can now buy Vickers teams in QBs without getting XO teams instead. @Oliver_88 confirmed this. 
    5) Perhaps related to (4), in CMBN and CMFI, CW Vickers platoon 2IC teams no longer have erroneous MG icons, as used to be true (noted here):
    6) In CMBN, the problem with acquiring mortar ammo from CW Carrier Platoon vehicles is fixed, confirmed by @domfluff here:
    7) In CMBN, US MMG teams no longer fire off a rifle grenade as a "parting shot" after an area fire Target Light order is cancelled. I noticed this under 4.0 back in 2017 and I saw it again just now with my version of CMBN 3.0. But it seems to be gone in 4.01!
    8 Another pet peeve of mine, in CMFI 4.0 US units with area fire orders would fire off their AT rifle grenade before their HE grenades, instead of saving it to use against armor. (At least, that's what I observed and noted). Not true in CMFI after the patch! (I also noticed that under 4.0, unlike 3.0, early US rifle squads carried two rifle grenade launchers. This hasn't been changed in 4.01, so I assume it was a deliberate TO&E update.)
    Patch notes themselves here:
     
     
  4. Upvote
    PIATpunk reacted to Thewood1 in Bug reporting?   
    Here is exactly the issue, no one reads the threads, even the ones they start.  UltraDave already answered that.
  5. Like
    PIATpunk reacted to Pete Wenman in New file at the Repository: Boderland inc CMBN vehicle pack (2014-10-28)   
    @General Liederkranz This should do it for you
    MG Borderland_vp.btt
    Let me know that it works ok and I'll get it loaded at the SD
    P
  6. Like
    PIATpunk reacted to Howler in hummm patche 4, I need your opinion   
    It happens everywhere. Wait till you notice the 'yo-yo'  where units first break forward...only to break back...then break forward... back... KIA!
    Sometimes a slight deviation occurs and you can almost swear they are attempting to run laps. Thankfully, the overwhelming firepower in the modern titles allow us to ignore it by jumping directly to the KIA stage.
  7. Upvote
    PIATpunk got a reaction from Warts 'n' all in hummm patche 4, I need your opinion   
    I have just observed 'banzai' behaviour (evading towards enemy fire) in CMBN 4.01 through gaps in high stone walls.... so it's not just high bocage.
  8. Like
    PIATpunk reacted to carcer in R&R Mod Corner   
    Update 1: Now that the patch is out for the combat mission games I'm interested in trying to finish my mod Rally the Regiments again. What I had imagined was to have realistic colors, some advanced squad leader scenarios booted over, a re-shade preset, and small 1200x1800m maps for competitive play. My first goal is to get the realistic colors nailed down and the ASL/critical hit scenarios for Omaha Beach made. I've ordered the board games Omaha west and East so I can begin work once it arrives. The above image you can see the comparison of real world colors compared to stock colors. In my next post I will outline how others can create their own unique field designs using google map street view images to overlay in-game colors and how to make seamless textures.
  9. Like
    PIATpunk reacted to MarkEzra in M1 Garand (w/ M7 Rifle Grenade Launcher)   
    Oh  my mistake... looked a bit more carefully with unit quality and no use of the M1 w/grenade launcher.  I will bring this to TOE/BFC experts for an opinion.  Thanks for posting!
  10. Like
    PIATpunk reacted to Macisle in RT Unofficial Screenshot Thread   
    Muh boys finally getting to go weapons-free after the none-too-soon death of "Fury Panther."

  11. Like
    PIATpunk reacted to George MC in RT Unofficial Screenshot Thread   
    Aye it will be for sure. Still really early days yet as no AI plans at all etc. I don’t think it’ll be two years to release though! Not planning on having more kids!!!
  12. Like
    PIATpunk reacted to George MC in RT Unofficial Screenshot Thread   
    My panzers and SPW still pinned down at the bridge outside RAKOW. So as someone once said there is no problem that cannot be solved by the application of more HE... or something like that!

    So that’s what I did. 


    and it worked. Pesky 45mm PAK KOd and Soviet infantry suppressed, routed or dead. The attack rolls on. Just got to watch out fir these other PAK off to my right flank. They keep sniping and taking out imprudently positioned armour. 
  13. Like
    PIATpunk reacted to George MC in RT Unofficial Screenshot Thread   
    An example of friction during combat...
    This outside RAKOW. So backstory - so far my attack has pretty much rolled forward much as it did on the 11th August 1944. My advancing armour has come under fire from hidden AT guns. I've lost a few PzIVs to this fire but I've been IDing the hidden PAK. Two main nests have caught my attention and as yet there appears to be a hidden nest which is slowly exacting a toll on any panzer daft enough to let me order it forward. There was wee scrap on Hill 251 to clear off some pesky Russkies so I could establish a FO OP. This meant I could now bring my arty to bear but as I'd poor spots on the enemy PAK i thought I'd go for smoke so I could make a dash across the bridge and into town.
    So...
     PzIVs (part of one zug in overwatch) Smoke starting to fall from my arty.

    My arty spotter OP on Hill 251- you can see the smoke starting to shroud the approach across the south bridge into RAKOW (ignore the burning PzIv on the distant far left. The end of a tentative Plan A...).

    We're off! And the first panzer makes it across.
    Into RAKOW.
    The rest of the zug follow close behind. No shots, save some grenades and rifle fire from defending Soviet infantry but the tanks are buttoned and moving at speed.
    At this point my recce light SPW are now moving fast right behind, currently unbuttoned but they will be ordered now to button up.

    At range and unbuttoned they are using area fire at some houses on their left flank. Smoke and dust shroud the right flank.
    But... as I commit to charging across I start to notice some gaps appearing in my smoke screen. Not large gaps but crucially around the bridge...

    Then the smoke dramatically clears around the bridge. The lead SPW is hit at close range by what looks like a 45mm Pak firing from their right flank concealed amongst some hedges/bushes. It rolls on and comes to a rest. all the crew killed. Following behind at a 15s interval speeds the following SPW, who is also hit coming onto the bridge. This is when i realise there must be two as no way could a gun reload that fast... The third SPW crashes into the second, stalls and not long after is hit again killing all on board. Luckily the turn ends and I manage to stop the rest in the cover of some buildings a few hundred meters up the road. So now I have a platoon of PzIVs running about in RAKOW with no close infantry support. What could possibly go wrong...
    My timing to move units into concealed positions to enable them to make a dash in took time. Meanwhile, I'd to lay a long enough smoke screen to cover the approach and protect from long range fire from multiple PAK nests. I had thought my overwatch had suppressed the enemy defenders, but these light PAK were keyholed and out of LOS/LOF of my overwatching panzers. Co-ordinating all those took a bit of time which meant my SPW were making their dash just as the smoke screen was starting to fade at key places. So poor combat recce and coordination on my part led to eighteen pixel grenadiers and their rides being taken out. Tough gig being a panzergrenadier in my command...
  14. Upvote
    PIATpunk reacted to Warts 'n' all in hummm patche 4, I need your opinion   
    @MarkEzra I've tried the map test a few times as both Allies and Axis. No gap charging to report so far.
  15. Upvote
    PIATpunk reacted to MarkEzra in hummm patche 4, I need your opinion   
    Attached is a Bocage Panic Test Map.zip  Unzip and place in scenario game files.  It is playable as either side.  I suggest you first play as Allied Attacker on your normal game style (iron-basic...whatever).  I will be interested in what your results are.  Save files can be sent to me : markDOTezra3591ATgmailDOTcom
     
    2019-Bocage Panic Test Map.zip
  16. Like
    PIATpunk got a reaction from Holdit in "Ad Hoc at Chef-du-Pont"   
    Just firing it up and wondering about 'best played as..'. Assuming Allies vs Ai, but what about h2h?  Cheers
  17. Upvote
    PIATpunk reacted to Holdit in "Ad Hoc at Chef-du-Pont"   
    Oops I forgot to mention that. It's probably best played as Allies vs AI in single player but I think it's a good candidate for H2H too.
  18. Like
    PIATpunk reacted to Holdit in "Ad Hoc at Chef-du-Pont"   
    "Ad Hoc at Chef du Pont" is a semi-fictitious scenario based on the ASL scenario of the same name and the ASL scenario "Gavin Take", in which General James Gavin and two scratch columns of paratroopers try to fight or sneak their way to a critical bridge of the the Merderet River early on 6th July 1944. The situation is historical but the map is inspired by the ASL map, but with lots of adjustments to make it suitable for CMBN.
    It's a first try at a full scenario and was actually created a couple of months ago.  I was wondering why I hadn't had any feedback at all when I remembered I hadn't mentioned it in the game's own forum...  
    It's available at The Proving Grounds:
    https://www.thefewgoodmen.com/tpg2/cm-battle-for-normandy/ad-hoc-at-chef-du-pont/
    ...or from DropBox:
    https://www.dropbox.com/s/ebl7z9rp9rtwrcn/ASL - Ad Hoc at Chef du Pont.btt?dl=0
    Feedback welcomed, good, bad and constructive.
     
  19. Upvote
    PIATpunk reacted to MarkEzra in hummm patche 4, I need your opinion   
    Well I will be looking at the maps as well.  Terrain impacts the AI.  Elevation tiles do, too.  They can't be overlooked when evaluating a poor AI reaction when under fire.  An AI controlled unit seeks near-by cover and concealment. It might be tall grass or a slight terrain depression.  At the moment of reaction the AI won't always move away from fire, but under it. This is not to say that all is well and eat your broccoli... Beta testers will be looking at it all from more than just one angle. We are listening.  We will be evaluating and we'll let you know.
    Thank you for posting.  It's how things get fixed.
     
  20. Like
    PIATpunk reacted to MarkEzra in CMBN 4.0 Patch Has New QB Maps   
    Yes
  21. Like
    PIATpunk reacted to MarkEzra in CMBN 4.0 Patch Has New QB Maps   
    CMBN 4.0 Patch Has New QB Maps.  They are easily identified by "2019" in the Map name.  I took a good run at the bocage maps and personally enjoyed the game play with them.  There are a few maps devoted to the Rhone Valley of Southern France. So river crossing and Hills. 
  22. Upvote
    PIATpunk reacted to Warts 'n' all in Update on Engine 4 patches   
    Hi Elvis
    I saw you in Brockwell Park in 1978. Ah, we were all so much younger then..... 
  23. Upvote
    PIATpunk reacted to Catacol Highlander in CMx3 with "real" TCP/IP WEGO?   
    2.5 years old and bumping this up. I come in occasionally to see what might be happening with multiplayer modes.
    Is the 3rd gen engine in design? Will TCP Wego with rewind and replay - or something even better - make it to the design stage? I would return to CM if my opponents and I could meet up online, play tcp and be able to make effective use of Wego and replay. CM was never an arcade game for me - and strategy requires at least a bit of space for brain think...…...
     
  24. Upvote
    PIATpunk reacted to Wicky in Update on Engine 4 patches   
    Beware the IEDs of March....
  25. Upvote
    PIATpunk reacted to Thewood1 in Update on Engine 4 patches   
    Yeah, I'm a little puzzled at lack of news and lack of patch.  I mean, I have spent plenty of time managing SW projects, so crap happens.  But we have been told over and over that its soon, right around the corner, etc. for quite some time.
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