Soddball
Members-
Posts
3,497 -
Joined
-
Last visited
Everything posted by Soddball
-
Retreating Monster Tanks revealed (monster pictures)
Soddball replied to Redwolf's topic in Combat Mission Archive #4 (2002)
Well, I have nothing particular to add to this thread, except to post my own observations about a single QB that I played against a friend over the weekend. We had 800 points apiece in late 1944 and he bought a veteran JS-2 to accompany his infantry. I bought a platoon of regular StuGs to accompany mine. Early on in the game, I managed to get LOS to his JS-2 with two of my three StuGs at 500m, which opened fire. His JS-2 retreated by reversing down a slope when the first two 75mm shells went past the turret. The turn after, he ordered it to hunt back up the slope and recieved three hits for his trouble, two of which penetrated the front turret. He fired one shot which missed a StuG by a foot or so. The JS-2 then reversed back down the slope, only to reappear two turns later. By this point, I had moved my StuGs and only had LOS with one of them to his JS-2, this time at 400m. In the exchange between the JS-2 and the StuG, the JS-2 fired three shots and the StuG five (MUCH faster reload time). The final JS-2 shot killed the Stug, which hit the JS-2 with four of its five shots. One penetrated the turret front (again) and the other three ricocheted off the upper hull. In the end, I brought the overwatch StuG forward and put two more shells through the turret front at 600m. This killed it - and five rounds through the front turret should kill anything. This is anecdotal, and isn't meant to be proof of anything except that JS-2s are NOT ubertanks. They remind me of the early Pershings in CMBO, where the armour was sucky enough and the rate of fire on the tank was slow enough that you really were pushing your luck if you went against more than one opponent. Incidentally, my opponent was most peeved. He did take the lesson the way it was meant, though. -
Comments please on my Mod in progress....
Soddball replied to Mercury's topic in Combat Mission Archive #4 (2002)
Bandwidth exceeded -
What the Rags are saying about CMBB
Soddball replied to laxx's topic in Combat Mission Archive #4 (2002)
I had a dream last night that PC Gamer UK had rated CM:BB a 0 out of 10. Do I need to get a life or what? -
Request for higher/variable value VP flags
Soddball replied to Iconoclast's topic in Combat Mission Archive #4 (2002)
I like the idea. It would definitely be valuable in helping to assign AI targets for some battles. -
Ampulomet problem is known about, patch 1.02 will resolve it (according to BFC). As for the other problem, can I suggest you email Matt@Battlefront.com with screenshots of the objects with missing textures. He will be able to tell you what's going on.
-
*wave arm* You don't need your vehicles. *wave arm* These aren't the vehicles you're looking for. *wave arm* Lord Dragon can go about his business. *wave arm* Move along.
-
Tiger(Pz)(VIE) heavy tank or not?
Soddball replied to ched's topic in Combat Mission Archive #4 (2002)
Didn't tanks like the Tiger and Jagdpanther have a special mechanism for super-fast-turny-tank-thing where the body could rotate 90 degrees in a few seconds? Or did I dream it? -
Reinforcements arrived : T-37s.
Soddball replied to Thin Red Line's topic in Combat Mission Archive #4 (2002)
Use them to suppress enemy infantry so that you can rush your infantry in close. Or you could get an Axis chap to fire a Panzerfaust at one, brew it up, and throw an imprompu barbecue. -
MasterGoodWaffle's Thread of Cheery Ale
Soddball replied to Soddball's topic in Combat Mission Archive #4 (2002)
GRGRGRRRRRR GARGARGAGRAGRGARGARARAA AAGGGGG :mad: :mad: :mad: MAGGOT FILTH!! SOMEONE BETTER SEND ME A SETUP :mad: :mad: :mad: Does everyone feel better now? -
What *is* the difference? (CDV vs BFC version)
Soddball replied to Olle Petersson's topic in Combat Mission Archive #4 (2002)
Check the FAQ in my sig. -
Well, here you are. It's so exciting I couldn't help but tell everyone. Test: Pick a German pioneer platoon (6 squads of 6 men), delete the flamethrowers because they get in the way. Place the pioneer squads next to a bridge, and tell the squads to throw their demo charges at it (area fire:use explosives). Note: I kept the platoon HQ out of the way for fear that his command bonuses would influence the outcome. Test was run 5 times for each bridge. The outcome: Light bridge over water: as few as 3 charges destroyed it, usually 4 though. Medium bridge over water: between 3 and 7 charges destroyed it. Heavy bridge: 18 charges were thrown, and the bridge did not even get rated as 'damaged'. In the end I wheeled a Brummbar up, but 38 150mm shells didn't even damage it. Finally,I lost patience, and laid into it with 4 Sturmtigers. It took them eighteen hits (one shot missed and wiped out the platoon of pioneers, very embarassing) to destroy the bridge. Important: It does seem to affect how damaged the bridge gets if you throw explosives onto the centre rather than onto one end. The lower scores tended to occur when the demo charges were thrown at the centre of the bridge, and the higher scores when they were thrown at one end.
-
Dear Modders: Please give me a wintry bush
Soddball replied to Soddball's topic in Combat Mission Archive #4 (2002)
My bush is still bright green whilst my base is grey-brown. You should all get to work. -
MasterGoodWaffle's Thread of Cheery Ale
Soddball replied to Soddball's topic in Combat Mission Archive #4 (2002)
Is that a technical term? -
I bought an Iiyama 17" TFT a couple of months ago, which is the mutt's nutts. I play Quake 3 and Unreal Tournament on it regularly with no blurring. Iiyama do seem to produce some of the finest monitors, but you pay a premium for them (in my case, £600 :eek: ).