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Sgt Fred

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Posts posted by Sgt Fred

  1. Originally posted by chrisl:

    If it takes place at night, then troops will occasionally shoot at other friendly troops. The wonders of CM-- you can read all kinds of reports of that happening for real.

    Bogging is allagedly related to speed-- fast is more likely to bog than move, but it also depends on the particular vehicle. I haven't done systematic tests, and there have been claims that speed doesn't make that much differenc. Try to have them bog where they'll be useful...

    It was a night action and I realize friendly fire is realistic (unfortunately I have personally been the target of friendly fire in the real world, 155mm HE). I just didn't expect it in CM because I've never seen it before. War is hell.

    Also, please go back and edit in a "Spoiler alert--We Fight and Die Here" followed by a bunch of lines with just a single character on them.

    OK. Done...sorry. I didn't think I had included anything that wasn't in the OP briefing.

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    Later, Dave

  2. Spoiler alert--We Fight and Die Here

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    I've been playing the operation "We Fight and Die Here" which, if you play as the Germans, should be called "Watch Out for the Artillery, Dude!". Anyway, on two separate occasions, SS HQ units have engaged their fellow hamsters! In both cases it was other HQ units that were targeted and it was just pistol shots with no effect. In both cases the HQ unit was firing on the enemy and turned to an adjacent HQ fired a few rounds and then returned to firing on the enemy. WTF! Will other units do this? Is this supposed to happen? I'm using v1.12.

    Also during this game it seems that while my AFVs get bogged down if they go off-road (as the OP designer has warned) the allied units controlled by the AI cruise around off-road all the time and I have yet to see one get stuck. Is this an AI "cheat" or just my bad luck and the AIs good luck? Also, is the chance of being bogged related to movement type/speed? Are you more or less likely to get stuck if you're using move, fast, or hunt? Hell, I've had two AFVs get stuck ON the roads! Very frustrating.

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    Later, Dave

    [This message has been edited by Sgt Fred (edited 02-13-2001).]

  3. Originally posted by Alexander:

    FIRST OFFICIAL TEST

    One Veteran Heer platoon, fausts removed, vs Veteran M3A1 HT deserted 3sq castaway island:

    Version: 1.1b16Beta, 8 trials

    Avg life span of HT= 14 seconds

    Version: 1.2, 8 trials

    Avg life span of HT= 52 seconds

    As the French say, there IS an eel under that rock. God, this hurts!

    You probably need a larger sample size to draw any conclusions unless the variance within each of the two groups is very, very small. I would also suggest that you change your sample unit from "seconds" to "grenades" if it's possible to accurately count the grenades.

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    Later, Dave

  4. Originally posted by Forever Babra:

    Okay. I can live without flail tanks. I can live without M16 Halftracks. CM doesn't want for the lack of Staghounds.

    But...

    GIVE ME TRUCKS!!! Before CM2, please complete those darn trucks. I want Bedford Lorries. I want Opels or Buessing Nags. I can't stand lookin' at those deuce and a halfs any more.

    ... and if we're going to have all these trucks, let's have tires that go flat and dead batteries and tow-trucks. Not just one tow-truck either mind you; at least 3 or 4 types for each nationality. What about individually serial numbered vehicles? I get so tired of seeing the same plates on all my rigs. "Look at those two HTs! They have the same license plate number! WTF! What a stupid, bad game." We want and demand 'Truck Mission:Beyond Sensibility'

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    Later, Dave

  5. Congrats BTS. Does Wargamer have significant CM stuff (ie mods, scenarios, docs, etc)that are located somewhere else other than their Combat Mission section? I used to use Wargamer a lot for SP stuff, but their CM section seems a bit dated and small. Last updated Oct. 22 2000? I'm not trying to be critical here. I'm just curious if I've got the right links or what.

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    Later, Dave

  6. Originally posted by LimShady:

    Question for you guys:

    I got some gunk (Del Monte Extra Light Syrup) on my CMBO CD (yes I've learned my lesson about not eating near the computer). Best way to clean it off?

    LimShady

    Do you have a grinder and/or an acetylene torch? tongue.gif

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    Later, Dave

  7. A true story:

    ...sitting there with a fresh cup of french roast plotting, and successfully executing I might add, the demise of the American hordes confronting me. Life is good. What I really need is some munchies and this will be perfect. OK, even on the uber Dell, the GO command will take a while to process, so I've got enough time to run upstairs and get some of those chips and/or whatever else is handy and return before it finishes if I hurry. The arty's assigned, my interlocking fields of fire are all just so, at least that's the plan, and that Hetzer is about to smoke one or more foolish Shermans that choose to drive across that open area over there. OK, GO! Idiot game-playing man jumps from chair and heads up the stairs at warp one. The chips! The chips! where the hell are the chips? Man, those Shermans are going to be sorry, hehe. Damn, there are no friging chips, OK ,pretzels, that'll have to do cuz I won't make it back to see all the death and destruction as it happens, Live! Headed back downstairs, on the third step from the bottom, the right foot slips a bit, and there's this really nasty crunching-cracking sound as the right big-toe is mega-stubbed. Sh*t,... Ouch,... man that really hurt. Oh well. Back at the chair the Hetzer kills a ..., jeep ..., and well, nothing much else happens. Ten minutes later..., boy, that toe is throbbing pretty good and it's really starting to hurt. Let's take a look at that sucker. Man removes sock. Holy crap! The entire front left quadrant of the the foot is black and blue and profoundly swollen. Better get some ice on that. About half way back upstairs I discovered that actually I can't really even walk on that foot anymore. Two hours, and $1,257.52 later the Doctor says it has been broken in two places and gives me some aspirin. He says..." You probably won't be able to walk on that for several days, so go home and read a book or play a computer game or whatever" Thanks, Doc, great advice.

    Lessons learned:

    1. Don't run down stairs (a lesson I should have learned 30 years ago)

    2. Don't get so wrapped up in the damn game that you take leave of your senses.

    Later, Dave

  8. Originally posted by BeWary:

    Ok, another question about the TRP. How would the batteries know they have pre-calculated the spot correctly without firing a few rounds at it? And if they fired a few at it, wouldn't it alert the incoming enemy when they see big craters right where they plan on going? If I saw that, I might think about taking a different route.

    I'm just full of questions today. Or am I just plain full of it?

    Assuming a battery has the time (ie prepared defense) firing a few rounds at a registration point is exactly what you do. As long at you don't use delayed fuses there is very little cratering or other evidence not to mention that if you're close enough to the RP to detect that evidence, you are probably about to have a very bad day. I would note here that BTS uses "Target Reference Points" in CM not registration points. Registration points are used in the defense for pre-planned fires and, along with ballistic meteorlogical data, to quantify some of the irregularities associated with indirect fire weapons. In the US Army we also used something called Fire Mission Reference Points which were nothing more than pre-plotted points that FOs could reference to save a little time. The fire directed at these points wasn't more or less accurate, just faster, and it still had to be adjusted by the FO.

  9. Originally posted by BeWary:

    Thanks for your response Sgt. Fred. That answers my questions. Although, I don't see how adding a "Target Tight" command to CM would suddenly make it Artillery Mission. If it was used regularly, it should probably be modeled. I'm not asking for it in CM, but perhaps in CM2 if appropriate.

    Now I'm wondering why TRP fire would fall in a tighter circle than normal artillery fire with LOS? It seems from Sgt. Fred's response that they can get more accurate if they want to in a normal firing mission, and I thought the point of a TRP was simply to decrease the time-to-target. So why would a TRP also make for a tighter sheaf? <- my new buzz word for the day

    Or is a TRP the hidden "Target Tight" command? wink.gif Just kidding...

    BeWary

    I don't know why a TRP mission should result in a tighter sheaf unless it is assumed that batteries fire a closed sheaf at registered points. It shouldn't make a difference in sheaf dimention, just time of response to a fire request.

  10. Originally posted by BeWary:

    Hi all.

    Artillery seems to fall in a general circle around the spot you target. My question is: is this because of the distance to the target and/or inherent inaccuracy of artillery, or is it by design (meaning, artillery crews make slight adjustments before firing for the purpose of being slightly off-target and hitting a larger area)?

    If it's by design, were there ever times when they called in an artillery strike with a small area to land in? I'm playing a scenario right now where there is really only one small area that needs to be shelled (the entrance to a bridge and the bridge itself), so a lot of my shots are being wasted.

    Thanks.

    BeWary

    The impact pattern that artillery falls in is called a sheaf. Although there are many different types of sheafs, three types are the most common; normal sheaf, open sheaf, and closed sheaf (also called converged or point sheaf). In a normal sheaf distance between impact points is approxmately twice that of the bursting radius (ie 155mm = 100m, 4.2" = 50m, etc.). In a closed sheaf all tubes are adjusted to impact the same point. In an open sheaf, tubes are adjusted so that the rounds from the battery fall over a larger area. Open sheafs are often used for smoke missions and supressive fires.

    There's a detailed discription of artillery sheafs and such at the following URL:

    http://www.jmkemp.demon.co.uk/artillery/sheafs.html

    As far as CM goes, M. Hofbauer has addressed the issues of FO quality and LOS as well as the "target wide" (open sheaf) command nicely. I suppose there are some that would like to see more detailed control of arty in CM, but the game will become Artillery Mission if arty realism becomes a priority.

    Later

  11. How were 'schreck teams organized and assigned in German infantry units? While consulting my Handbook on German Military Forces I've noticed that that 'schreck teams were not organic at the Co or even the Bn level. It seems they are only found in the AT Co (36 "bazookas" in 2 platoons) of the Inf '44 Regiment or the Bazooka Co (54 "bazookas" in 3 platoons) in the case of a Volks Grenadier Rgt. Were teams assigned to the line companies (there's enough for 3 'schrecks per Co in an Inf '44 Rgt) or did the "bazooka" platoons operate independently?

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