Jump to content

Pete Wenman

Members
  • Posts

    3,172
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Pete Wenman

  1. @pcelt To check on any of the maps you think are missing go into the scenario editor and load the maps from the QB map folder. As you can see the A December Morning map shows there. It does seem however that when trying to load the map within a QB that it will only show when the battle type is set as a meeting engagement, as on any other option it will not be visible. Hope this helps and that playing around with the battle type will help find the other missing maps. By the ways it's A December Morning is a really, really cool map - but I might be bias as I made it ! P
  2. @pcelt Can you give an example of a QB map from the pdf file that you can't find and I'll check and see whether it/they came with the base game. P
  3. An interesting counterpoint as to whether these really were snipers as Ken above touches on "as relatively few Wehrmacht soldiers were trained snipers. The commander of 4th Armoured brigade gave orders that: ‘snipers’ were to be referred to as isolated enemy riflemen." P
  4. Because I have too much time on my hands today. I have 27 scenarios within CMBN with the prefix CW and I'm pretty sure all but one or two of them came with the Commonwealth module. The average map size is 1670m x 1291m Of the 27 maps only 3 are less than 800m on their longest side, a further 3 are exactly 800m on their longest side, with another scenario at 816m. Thereafter all the remaining 20 scenario maps are at least 1k long with 12 of them being 2k long or greater. P
  5. just to clarify are you expecting the mission to end when you occupy the objective locations as that is not the case. The mission will end, either if/when the AI surrenders, or when the clock runs down. You can however end the mission by selecting cease fire. P
  6. Shock force predates the introduction of overlays and so they do not work. P
  7. From page 34 of the manual If you open the Support panel again (the artillery icon) with the FO selected, you'll notice that other assets have a "Spotter Busy" text over them. A FO team can only direct one fire mission at a time. Once the current mission has been cancelled or entered "fire for effect", they can create a new support mission. You can assign multiple support assets to a single support mission by shift-left-clicking on both multiple assets. If I'm understanding you correctly you are trying to call two separate missions (of one tube each) with the same FO at the same time. This can not be done and I'm pretty sure it was like this in BS and maybe RT and is being retrospectively introduced into the earlier games. P
  8. I think you will find that the maps can only be used by those that have purchased the battle pack, as otherwise no one will bother to pay for the pack rather just "borrow" the scenarios and maps from the one player that did put his cash down. The battle pack is not free content. P
  9. The best you can do is use an existing model and retexture - the loaded pallet from Black Sea might be a good place to start. P
  10. I'll drop you a pm with my email address - send me the btt file and I'll have a look at it. P
  11. No - sorry but the system is far more basic. You cannot give specific units targets, and the allocation of direct fire to targets seems to be effected by several variables. The size of the target area - too big and the AI will just fire on one part of it - randomly selected The number of indirect fire units - the more units the more targets the AI will select to fire upon. I would suspect that in order to have 10 separate targets fired upon you would need to keep each target area quite small and have 10 separate indirect fire units all available at game start. As for ammo usage I don't think there is any way to tell as there is no way to access the AI ammo levels. It does look though in most cases they will fire all their ammo with the ROF dependent on the setting with destroy being the heaviest weight of fire and suppression lasting the longest, but that is just my impression. The reinforcement trick does not have any impact on AI plan targets. They are only fired upon by units available at game start. A FOO is not needed for a free fire target, but the quicker response time of a FOO vs an HQ unit means it is more likely to be effective as the longer the delay the more likely the human player is to have moved the target unit. If you test in scenario author mode you can see an AI free fire mission being called in with the target, and spotter shown and also the firing unit if on map (just the same as when you call fire support) so that can help with understanding the process. Trial and error is the best way to work out what happens so you can get what you are after. As with most things CM there is a lot more Art than Science to these things (the famous fuzzy logic) P
  12. Re AI artillery - the target plans... Are they ONLY for initial strikes, or do they identify, to the AI, legitimate targets for the duration of the game? Initial strikes only for AI target plans with all fire starting at game start, although it may take a turn or two before the full weight of fire is falling I assume they are fired at in sequence? If so, then what us the timing between? Is there a way to affect it? No all targets are fired upon at the same time and this cannot be altered. The only difference is the ROF of the indirect fire units, but this can be used to good effect. Be aware that the AI will not fire at all the targets set if it thinks it doesn't have enough indirect fire units to cover them. And, if no target plans provided, does that prevent the AI using/firing their Arty? No - AI arty will be fired on spec, but it needs a spotting unit and a target that is stationary for a while. I generally give the AI a FOO with good LOS and hope they can see something which sits in the same spot long enough to be caught in a quick stonk. You'll notice that AI indirect fire called in on the fly is generally of the short sharp type and so rarely lasts for more than a turn or two. A good way to get the most out of the initial strike and then subsequent on the fly fire is to set up at game start units for the initial strikes and then have further indirect fire units appears as reinforcements, as these will not be called upon for the initial fire and so have full ammo state for the on the fly missions. 81m Mtrs work well for this as their speed of response is quick enough that there will often catch units in location. If you played A December Morning check out the German FOO location in the editor and the AI arty plan for the US HTH P
  13. 1st Q) Pete, do you generally split the Inf from IFVs, as discrete groups? Eg my 1st platoon IFVs are A2, the Inf they carry are A11. Yes I generally use at least two groups. so that infantry can be given a dismount order and then separate orders from the AFVs (with this normally being that the infantry advance ahead of the vehicles to screen them from AT fire) Does this affect the AI in any negative way? No but you can run out of AI groups quickly. 2nd Q) I've some widely spaces recon squads. I want them to advance to a phase line. They do move, but they all aim at the point of the line closest to the platoon HQ. Ie they concentrate on the leader, rather than advance straight ahead to their nearest part of the phase line. Is it possible to set the behaviour I want, or do I need to separate into disparate groups? Moving several squads that are part of the same group can see some odd movement patterns with units crossing over each others paths. I've found the best way to deal with this is to alternate between and wide spread and a tight grouping (preferable with this order in cover) Otherwise as you have already worked out separate groups is best. P
  14. Just to be sure we are talking about the same thing - I click on quote this and it works fine.
  15. If you highlight the passage you want to quote you should get a small "quote this" tab which we you click does the above. p
  16. It is a means by which a scenario designer allocates VP for enemy units. No unit objectives in a scenario means that noboby will gain any points for enemy units destroyed. As such the U groups are an aid to the designer not the player.
  17. This is a unit objective and allows VPs to be awarded against that grouping. I.e U1 might be enemy infantry, and worth 500 points. U2 might be enemy armour etc. Off the top of my head options for this type of target are Spot Destroy Destroy All p
  18. Michael Reynolds book The Devils Adjutant gives the following OB for Schnelle Gruppe Knittel. Stab SS-Panzer-Aufklärungs-Abteilung 1 (Knittel) Stabskompanie (Golz) Nachrichten Zug Flak Zug Fahrrad Zug (Kalatschni) Pionier Zug (Dröge) 2. (SPW) Kompanie (Coblenz) 1. Zug (Gilbert) 2. Zug (Farny) 3. Zug (Siebert) 4. Zug (Jacob) 3. Kompanie (Leidreiter) Puma Zug (6 x Puma) VW Zug (14 VW) VW Zug (14 VW) VW Zug (14 VW) 4. (schwere) Kompanie (Wägner) PaK Zug (3 x 75mm) SIG Zug (3 x 150mm) Granatenwerfer Zug (4 x 120mm) 5. Batterie SS-Panzer-Artillerie-Regiment 1 (Butschek) (6 x 105mm towed) 2. Kompanie SS-Panzer-Pionier-Abteilung 1 (Unglaube)
  19. @Placebo - Can you confirm whether you mean the Stavelot map as I can't recall a bridge needed to be crossed in Stoumont. Otherwise a screen shot of the offending bridge or location will be helpful. P
  20. Love those reactions on the Pak40 video at the top - why do some many of the guys that play with these things think they are toys ! P
  21. War of the Rats is the novel being refered to here https://en.wikipedia.org/wiki/War_of_the_Rats Not a bad story, but not great either, but it does provide the basis for the film P
  22. It's a deep ford and so can only be used by infantry - not vehicles P
×
×
  • Create New...