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Everything posted by c3k

  1. LOL... No idea. There's an ass-ton of vehicles in Tukums. A lot of them were shooting. Last time I played it was a year ago. You're digging deeper and deeper into a comment. Not much there to dig.
  2. Halftracks, armored cars, others. It was especially evident in Tukums, from CMRT.
  3. Hmm. Other vehicles do. (Of course, why don't shermans (for example) engage. Something to look at...)
  4. AA: Any vehicles with AA mounts (machineguns, cannon) will stop any movement order (it'll show "Pause") and they will engage the aircraft (if able). This is for WWII. So, if your TCs are unbuttoned, you have a chance of shooting down the Jabos. For modern, dedicated anti-air assets will engage. (<- I'm not sure if they'll stop moving to do so, or, if they're moving if they can engage.)
  5. Agreed. You don't happen to have a savegame?
  6. Check the ammo? Some of the German 7.92 is SmK, armor piercing. (I think I got it the abbreviation...right.)
  7. Splitting can be beneficial. As noted by others, it depends on the unit, the mission, the terrain, and the adversary. Does that help? I'll split when moving to contact. I get more locations from which to spot the enemy (sneaky LOS and units hiding behind stuff), and the dispersal protects my men from incoming HE and MG. Sure, they lose some combat effectiveness. But, if I split the first two squads, leave the third "whole" and behind them, I'm able to find the enemy, pin him, and then maneuver as needed. Don't fear the split. But be judicious in its use.
  8. Excellent "!first ever!" post. Here's an upvote, and kudos for sussing out something that will be in the patch.
  9. Referencing the "Bug/Glitch" thread, on May 5/6 you asked about a savegame showing slow bailouts from the Vulcan/M163.

    I mantissed this on March 3rd. Mantis 8788. With savegame.

  10. Better too many than too few. Thanks.
  11. LOL...those dark reddish brown blemishes? My men covet those "Honor Marks". Frequently, I've overhead them as they discuss the likelihood of their achieving such exalted status. "Gor! I wonder what lucky sods won't return from THIS mission!" is not uncommonly heard. Lucky indeed...
  12. Crap. I think you're exactly correct! Back to Reading Comprehension 101 for me. Guess it's time to get some volunteers and yellow up some squads...
  13. Lightly Injured = yellow? There is no buddy aid for that. "It's just a flesh wound." Their speed/endurance/ability to carry are reduced. Otherwise, good to go. Wounded = Red. Yeah, sometimes it's tough to get to them. A face command (and some time) will help. Their buddies need to spot them and then move there. Suppression and morale may play into that response time. (Look for a stationary team/squad to have some members get a "moving" status.) Otherwise, try moving to the adjacent square and FACE back toward the WIA. As a last ditch effort, use a few Pause commands and a SLOW. The turn (Wego) should end with your team/squad crawling across the location right on top of the WIA. At the next turn Command Phase, delete the rest of the SLOW. That drops the team right on top of the WIA. Finally, KIA get resolved in just a few seconds. Some WIA can get buddy aided for up to two full turns (in my experience).
  14. Downloaded. Because...the Cold War is going hot.
  15. I know what you mean. But, here's some inside ball: you've heard all the "gotta test to make sure a 'fix' doesn't break something else", right? My contribution to CW is very small compared to the incredible work that others have done. But, here's a sample of what I put into this. There was a question about spotting. (This is the type of observed behavior followed by rigorous testing that discovered the infamous Tiger gunner sitting sideways issue.) In order to dig into the particular issue in CW, I created some tests. In the course of these, I entered, individually and by hand, 13,500 data points. Pause, look, type, tab: repeat thirteen thousand and five hundred times. Let me repeat that: 13,500 individually entered data points. Painful? Oh, yes. The result? The game rocks. Now, if there were patches released each week, they would NOT get this type of detailed testing. (There's a game, not naming it, but has to do with Commanding air and naval stuff, in a Modern setting, at an Operational scale, that releases patches (and beta patches) pretty frequently. You can pretty much bet that each one breaks something. A sonar fidelity increase means ballistic missiles don't get intercepted.) I'm a gamer, like you. We all would like a perfect game. Or, a better game sooner. This is how it is, and it works pretty darn well... Ken
  16. The news about multiplayer and steam...is huge. (understated, and now undergoing a move to prevent undermining a mostly underground game and avoid dunderheaded replies. (<- Yeah, I know, but I was stumped.))
  17. @The_Capt OUTSTANDING AAR! Nothing to add...you've said (and done) it all. Thanks.
  18. Wow. Stunning. "Games" have come a long way.
  19. Bil, Outstanding approach/analysis and ability to share it with us. I am biased towards the Deep Strike Option: I think it gives a better location for any follow-on maneuver or support. Just my .02.
  20. A glorious charge for the Motherland! Strike the capitalist warmongers! Or something. Perhaps your follow-on echelons can send up a few tank regiments? The Americans will run out of shells before you run out of tanks! You DO have follow-on echelons, don't you?
  21. This is an excellent essay on how these tanks seem to balance in the game. The T-64 should be treated with a LOT of respect, and not just a little fear, by the US player. When you do get frontal hits on a T-64, it seems to take several strikes to destroy it.
  22. My understanding is that the M60 TTS was a much better sight than the first generation M1s, when it came to thermal imaging. I can't speak to reliability.
  23. Gotta add this: the period depicted is awesome. Meaning, literally, filling one with awe. The amount of arty and air and the damage they can inflict, as well as the numbers involved, and the Soviet T-64 vs the M48/early M60, new ATGMs, makes every encounter a very touch-and-go event. If you get cocky...you die. And once the dying starts, it just keeps going. Look at how any vehicle spotted in this AAR has died. Sure, they're just BMPs and M113s, but the accuracy and deadly effect of munitions...and the number of shooters...is what makes this a well-balanced period. Soviet numbers are offset by the assumption that they'd be attacking. The equipment is balanced: it's up to the user to make the difference. DPICM must be seen to be believed. On this AAR: it seems like Bil is falling for The_Capt's razzle-dazzle. Of course, of anyone, Bil will suss it out soon enough and be in a very balanced position to parry it. (At least, that's my assumption. )
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