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c3k

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  1. Upvote
    c3k reacted to NPye in CMBN New AFV models   
    Latest projects: if any one wants any of the AFV's PM me your address and I will send them to you. Cheers
    Panzer IV above and Hummel below
     
    Kubelwagon
     
     
     
    251/D
    Puma
    Some of you might recognise this Panther?
  2. Upvote
    c3k reacted to IICptMillerII in Fire and Rubble Update   
    It also massively expands the scope of the game with more content.
     
    The Germans get all their various branches, like luftwaffe field divisions, the Waffen SS, volksgrenadiers, the kreigsmarine, and even volkssturm with all their crazy weapons. 
    The Soviets get a revised TO&E to be more accurate, as well as new vehicles like the SU-100 and new vehicle variants like the T-34 with extra armor for the battle of Berlin. And they get lend lease equipment now, including the valentine and Sherman tank as well as the well known US made halftrack and British made Bren carrier. 
     
    The module is really a two for one. It adds more forces and extends the timeline, while also expanding on the base game. 
  3. Upvote
    c3k reacted to Beetz in German Army inaccuracies   
  4. Upvote
    c3k reacted to akd in German Army inaccuracies   
    This same document lists "range" as "300 to 1900m."
  5. Like
    c3k got a reaction from Bulletpoint in German Army inaccuracies   
    Nice links. Thanks for finding and posting these.
    Regards,
    Ken
  6. Upvote
    c3k reacted to 37mm in What the actual hell is this game?   
    I have (very) vague memories of the CMSF original but the CMSF2 update was certainly different.
    I gave it a quick spin...
    ... the Syrians have a lot of advantages & one bad move can lead to horrific losses.
    It's tricky but a hell of a blast.
  7. Upvote
    c3k reacted to Sgt.Squarehead in What the actual hell is this game?   
    Oh yes it is! 
    How many do you want & how big do you want them?


     
  8. Like
    c3k got a reaction from Drifter Man in CMBN weapons effect tests 2020   
    My bold.
    You were probably the only CMBN player to be upset that v4.03 was released. How about updating the tests?  
     
    Seriously...this is a great resource. Outstanding!
    Thanks,
    Ken
    Edit: I just finished reading some, browsing all, of your writeup. I am gobsmacked! 
    Seriously, this is great.
  9. Upvote
    c3k reacted to Drifter Man in CMBN weapons effect tests 2020   
    A while back I reported on a series of tests of SMG's, rifles and machineguns in CMBN 4.00: 
    Basically it is about measuring the number of kills per unit time achieved by a single soldier with the tested weapon against a standard target, a group of 4 soldiers in foxholes, again and again, under the same condition. It attracted some interest, so I returned to the project 2 years later and did everything more thoroughly in CMBN 4.02. The tests were automated with python, which allowed me to do lots of test runs - each result represents an average of more than 500 runs. It quickly got out of hand and in the end cost me much more effort than it is worth, but after a few months, hundreds of hours of CMBN clocked overnight on my backup computer and over 80 million rounds of ammunition fired, it's done and ready for release.
    Although this was done in CMBN, I think the results will apply to other CM WW2 titles, too.
    Read the full report here: https://dl.dropboxusercontent.com/s/enmae2qpysgkace/CMBN Weapons Tests 2020.pdf
    Inside you will find:
    How different kinds of weapons, from the Walther P38 pistol to the M2 HB machinegun, perform against infantry targets from 40 to 312 m in terms of number of kills achieved per unit time and ammunition expenditure How Gunners differ from Soldiers when firing LMG's (they don't, or at most very little) How Marksmen differ from Soldiers when using scoped rifles (they do, a great deal) The effect of experience (Green, Reg, Vet and Crack) And perhaps the most interesting stuff - results for individual weapons added up according to the TO&E of almost fifty U.S., German and British infantry platoon formations, giving an estimate of the firepower of each at different distances, and also recalculated per QB purchase cost to see where you get the best "value for money" from this perspective.
  10. Like
    c3k got a reaction from Vinnart in Fighting in woods   
    I've learned to NEVER go into the woods after PPsh-armed Soviets. Ever.
  11. Like
    c3k got a reaction from gnarly in [bug] US infantry don't know when (not) to use AT4?   
    @nikolai,
    Yeah, I figured out the stripping away of the assault team leaves the remaining team with the AT4s and the Javs.
    There are a few things seeming to be going on here. Like I hinted, I've tested this for years, and I thought it had been resolved. I'll go back behind the closed Beta doors and work on it there.
    The AT4 shows a range of 0 to 300 meters (point target) and the Javelin's is 75 to 2,500 meters. Their ranges overlap from 75m to 300m. This is the problem area. (Inside of 75m, only the AT4 should be usable...and used.) The desired behavior would be for NO AT4s to be used outside ~75m, if a Javelin is present in the team/squad. Fudging that ~75m up to ~100m would be fine to me (so it's not such a hard cutoff). So, enemy armor (IFV or MBT) inside ~100m, use the AT4s and anything else (absent a restrictive cover arc). Outside that ~100m, with a Javelin, no one should fire until AFTER the Javelin(s) engages the targets.
    ^^^
    That is what _I_ would like to see. I'm not sure if it's possible to code it that way. But, as I said, I'm ducking behind the Beta curtain.
    Thanks.
    Ken
  12. Upvote
    c3k got a reaction from A Canadian Cat in [bug] US infantry don't know when (not) to use AT4?   
    @nikolai,
    Yeah, I figured out the stripping away of the assault team leaves the remaining team with the AT4s and the Javs.
    There are a few things seeming to be going on here. Like I hinted, I've tested this for years, and I thought it had been resolved. I'll go back behind the closed Beta doors and work on it there.
    The AT4 shows a range of 0 to 300 meters (point target) and the Javelin's is 75 to 2,500 meters. Their ranges overlap from 75m to 300m. This is the problem area. (Inside of 75m, only the AT4 should be usable...and used.) The desired behavior would be for NO AT4s to be used outside ~75m, if a Javelin is present in the team/squad. Fudging that ~75m up to ~100m would be fine to me (so it's not such a hard cutoff). So, enemy armor (IFV or MBT) inside ~100m, use the AT4s and anything else (absent a restrictive cover arc). Outside that ~100m, with a Javelin, no one should fire until AFTER the Javelin(s) engages the targets.
    ^^^
    That is what _I_ would like to see. I'm not sure if it's possible to code it that way. But, as I said, I'm ducking behind the Beta curtain.
    Thanks.
    Ken
  13. Upvote
    c3k got a reaction from zmoney in CV90 and Dutch Cam   
    (If anyone has better information, please chime in.)
    The KETF round has a variable fuse. It is the preferred round for all but armored targets. The "solid shot" should be saved for those armored targets. The KETF can, theoretically, be fused for airbust, delayed burst, contact burst as well as pre-burst and pre-spread. In this case, it should be pretty effective against the bunker. Not a one-shot, everyone inside dies, but a few bursts should neutralize the bunker.
    Somewhere, I've got pages and pages of PDFs on the KETF/CV90, as well as many html links. Hmm...
  14. Upvote
    c3k got a reaction from zmoney in [bug] US infantry don't know when (not) to use AT4?   
    @nikolai,
    Yeah, I figured out the stripping away of the assault team leaves the remaining team with the AT4s and the Javs.
    There are a few things seeming to be going on here. Like I hinted, I've tested this for years, and I thought it had been resolved. I'll go back behind the closed Beta doors and work on it there.
    The AT4 shows a range of 0 to 300 meters (point target) and the Javelin's is 75 to 2,500 meters. Their ranges overlap from 75m to 300m. This is the problem area. (Inside of 75m, only the AT4 should be usable...and used.) The desired behavior would be for NO AT4s to be used outside ~75m, if a Javelin is present in the team/squad. Fudging that ~75m up to ~100m would be fine to me (so it's not such a hard cutoff). So, enemy armor (IFV or MBT) inside ~100m, use the AT4s and anything else (absent a restrictive cover arc). Outside that ~100m, with a Javelin, no one should fire until AFTER the Javelin(s) engages the targets.
    ^^^
    That is what _I_ would like to see. I'm not sure if it's possible to code it that way. But, as I said, I'm ducking behind the Beta curtain.
    Thanks.
    Ken
  15. Upvote
    c3k reacted to A Canadian Cat in Fighting in woods   
    Good advice here in this thread. I'll add my 2c - I like @Bozowans overwhelming force idea but you have to make sure that you are using that force with full information. If you just rush in and then discover that there is a strong force in the woods things will end very poorly. I tend to use split teams and use leapfrogging hunt movement. Once I find some enemy then I try to get as many fire teams shooting at them or near them as possible while another team waits a bit before assaulting them. But this is done where I can find an enemy team that I can isolate at least a little. I'll break contact in other places to concentrate on one location.
    Remember that if you find the enemy and pull back a bit if they decide to come at you then all the problems we are dealing with become their problem. I find breaking contact in the woods very effective.
  16. Upvote
    c3k reacted to Bozowans in What the actual hell is this game?   
    I just tried the House Cleaning scenario again as well. I played it way back years ago and got slaughtered. I still remember it from the Shock Force 1 days. The map is too small, you get little room to maneuver, and you're within RPG range right from the deployment zone, and it sucks only getting one .50 cal machine gun Stryker.
    I played it for a few minutes, took a bunch of casualties right away and saw a very lucky RPG hit take out the .50 cal gun on the Stryker from all the way across the map, all within the first few minutes.  So I restarted and then tried to play it much more slowly and carefully. It took me a while but I ended up really surprising myself and got a total victory, clearing the entire hospital with only 2 dead and 5 wounded. So it IS possible to beat it with pretty minimal loss.
    I beat it by concentrating almost my entire force on the right side of the map, trying to focus on taking the hospital in smaller pieces. I had the 40mm Strykers blow some holes in the boundary wall so more of my guys could shoot into the compound, and then had the infantry advance in short bounds just a little bit at a time across the open ground. There was a pretty fierce firefight and all 7 of my losses were taken on the advance to the hospital. Miraculously I took zero during the final assault and room clearing process.
    Your Strykers can drive right up to the boundary walls and shoot over without really exposing themselves at all, which is very helpful. To the enemy they look like this:

     
    After about 20-30 minutes I had completely cleared the entire right side (east side) of the hospital all the way to the back of the map. The left side (west) was mostly untouched and still filled with enemies. Once it got quiet again, I had my infantry rearm and regroup themselves with the Strykers and then mass together for the final assault on the other side. The main hospital building is five stories tall, so I tried putting one full squad of infantry on each floor at the corner nearest my side of the map, then had them rush over to the enemy side all at the same time. 
    Nearly my entire force was concentrated all on one building tile. Having five full US infantry squads all shooting at the same time from the same building section completely overwhelmed the opposition on the other side. Then I had the five squads (about 40 guys) start moving down the length of the main hospital building on the enemy side, stopping at each building section along the way so they could area fire into the next one for a while before storming into that section en masse. It doesn't really seem to matter what floor you're on when there are enemies in the adjacent building section. I saw guys on the fourth floor shooting down at guys on the first floor for example. So each enemy squad hiding in the back areas of the hospital had 40 guys all come charging into view all at once, guns blazing on floors above them and below. It was like a big wall of death moving down the length of the hospital. 24 enemy troops got wiped out in a couple of minutes. After a few more minutes of mopping up it was over.  49 enemy dead, 59 wounded, 17 captured.
  17. Upvote
    c3k reacted to nikolai in [bug] US infantry don't know when (not) to use AT4?   
    I've just got a very frustrating experience trying to ambush enemy armored units with Javelin. I had a rifle team with Javelin hidden inside a building and able to spot a BMP-3 in the distance (about 250 m). As soon as they spotted the vehicle, they started to fire their AT4 at it, revealing their position immediately. Of course, all the AT4 missed at such distance, BMP returned fire and all the team lied dead long before Javelin operator had a chance to fire his missile.
    It looks like a bug in TacAI. The only workaround I could come up with is to never give Javelin to a team with AT4, and that is not cool at all...
    Actually, according to the patch notes, a similar bug was "fixed" in 2.10. However, in 2.12 and 2.13 I still see rifle teams using their AT4 prematurely, revealing their position and getting wiped out before they can fire a Javelin.
    Video example:
    https://streamable.com/s2kuzn
  18. Like
    c3k got a reaction from Bulletpoint in Exciting news about Battlefront and Slitherine   
    Late to the party, but this is great news!
    Hope its success exceeds expectations.
  19. Upvote
    c3k reacted to Bulletpoint in Exciting news about Battlefront and Slitherine   
    Hmm... sounds interesting..
     
    What the... ! Checks calendar.. nope, not April 1st...
     
    🤯
  20. Like
    c3k got a reaction from Warts 'n' all in Complete Road to Montebourg   
    Outstanding job on these videos! 
     
    These should be used as a sales tool for CM.
  21. Like
    c3k got a reaction from Hapless in Complete Road to Montebourg   
    Outstanding job on these videos! 
     
    These should be used as a sales tool for CM.
  22. Upvote
    c3k reacted to Hapless in Complete Road to Montebourg   
    After a full year and a half I've finally finished CMBN's original Road to Montebourg campaign. Only took me a decade to get round to it after buying CMBN!

    Here's the full playlist, there should be a link in the top right of the embed you can use to swap between missions:
  23. Upvote
    c3k reacted to com-intern in Fighting in woods   
    Split the platoon into fireteams.

    Step #1: fireteams on line and within LOS of each other. One team advances a short distance forwards using hunt (about half of LOS maybe less) and then sits for maybe 20 seconds.

    |

    | -> |

    |


    step #2: Other fireteams then advance inline with the sacrifical element and waits 20 seconds or so before repeating.

    | -> |
    .     |
    | -> |


    It will take a long time but it allows your mean to move forward bit by bit and gives them time to spot and engage any enemies. Once you locate the enemy you can then engage them on your terms. You can make this slightly faster by just having your troops do a similar style of movement but with having them firing into the woods as they advance using target light.

    The reason you use hunt is that you want the team to immediately hit the deck should they suspect anything is going wrong. Going prone in woods gives them a lot of concealment and the accompanying fireteams should be close enough to provide supporting fire quickly.

     
  24. Upvote
    c3k reacted to Falaise in Any tactical level boardgames played by CM owners?   
    I also spent nights on Squad Leader
    at the time it was very little distributed in France and buying them in the USA or in London was an adventure in itself,  souvenir souvenir !!!🙄
    Currently I play Tanks https://boardgamegeek.com/boardgame/195242/tanks-panther-vs-sherman
    very simple and fast with my 2 boys but once in 2 it ends in a fight:  the crooks they cheat🤬
  25. Upvote
    c3k reacted to Vergeltungswaffe in What the actual hell is this game?   
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