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Everything posted by Vanir Ausf B
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I'm hoping the Russian vampire snipers are still in the final release.
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Who were the good guys? (O/T )
Vanir Ausf B replied to Childress's topic in Combat Mission Red Thunder
The good guys are always whichever side happens to be under my command at the moment. -
why no Russian campaign from 1941
Vanir Ausf B replied to Little Jack's topic in Combat Mission Red Thunder
You're just not trying hard enough. -
CMBN Asslt Med Village QB-059 mix-up
Vanir Ausf B replied to Apocal's topic in CM Normandy Maps and Mods
Yep. That's because the default setup zones and default battle type are mismatched. Load the map into the editor and change the battle type from Axis assault to Allied assault, then save. -
Consulting the readme files, I'm not seeing any general increase in small arms fire lethality outside of machine guns. There was an increase in suppression, and also rate of fire at short ranges. v2.01: * Soldiers fire weapons faster at short ranges, especially Garand rifles. * Small arms fire causes more suppression than before. * General improvements to MG performance behavior. See note below this list for more information. * Better small-arms aiming at unarmored vehicles. Special note: MGs now have more effective aiming, rates of fire, and suppression effects. These highly requested changes make combat more realistic and more challenging tactically. Some players will find their existing tactics may need some adjustments, others may find no significant need for change. We recommend practicing attacks on MG positions before continuing an in progress Campaign or game against another player. v2.10: * SMGs are less eager to fire at long ranges.
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How in WEGO do I get a MG team to cut off?
Vanir Ausf B replied to Destraex1's topic in Combat Mission Battle for Normandy
Yes, but that would cut off the support fire immediately since the execution of Face commands cannot be paused. -
Reminds me of a story I read. http://english.iremember.ru/tankers/17-dmitriy-loza.html
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Soviet 122mm hits on the Panther glacis ("upper front hull" in the game) really depend on what type of ammunition is used. Uncapped AP will only penetrate at very short ranges, like 100-200 meters tops. APBC will penetrate out to at least 1500 meters. CMBB assumed APBC to be the standard Soviet ammunition for summer '44 onward. The Panther turret can be penetrated easily out past 2 km. 152mm is a little less effective due to lower velocity but still very dangerous at typical combat ranges. If CM assumes the glacis to be at spec thickness (80mm) 152mm APBC will penetrate at least half the time out to around 1400 meters. If the glacis is modeled at typical measured thickness (85mm) that range drops to about half that. It will be interesting to run some tests to see what CM assumes about the Panther glacis. The bottom line is that during the CMRT time period the only German vehicle that has good resistance to Soviet 122mm and 152mm guns is the King Tiger.
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How in WEGO do I get a MG team to cut off?
Vanir Ausf B replied to Destraex1's topic in Combat Mission Battle for Normandy
Small arms (i.e. smaller than .50 caliber/12.7mm) will not cause friendly fire casualties, but it will cause friendly suppression. The only way presently to do what you want is to give the machine gun a movement order paused for the amount of time you want it to fire. -
Not quite equivalent. The tungsten carbide core in U.S. HVAP ammunition was larger than in Soviet APCR, giving it much better penetration. Soviet 85mm APBC penetration 100 meters: 139mm 750 meters: 114mm APCR penetration 100 meters: 175mm 750 meters: 117mm tungsten carbide core = 0.65 kg, 27.77mm diameter U.S. 76mm APCBC penetration 100 meters: 125mm 750 meters: 111mm HVAP penetration 100 meters: 239mm 750 meters: 191mm tungsten carbide core = 1.765 kg, 38.1mm diameter
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CMRT - BETA AAR - German Side
Vanir Ausf B replied to BFCElvis's topic in Combat Mission Red Thunder
Thanks for the information. Odd that Shaken gets a red box and rattled is yellow given that Rattled is the more severe of the two according to the CMBN Game Manual Errata txt file. (btw, I checked the 2.11 Engine Manual and page 94 has not been updated). -
+1 on all of these points. With regards to reaction time, it should be based on crew quality and some tanks should be quicker than others. For example, in a situation where the target is spotted by the tank commander a Sherman would have a quicker reaction than most other tanks because of the ability of the tank commander to override the turret controls. I would also like to see the tank intercom system added as a damageable component. An inoperative intercom was a significant impediment to crew coordination.
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CMRT - BETA AAR - German Side
Vanir Ausf B replied to BFCElvis's topic in Combat Mission Red Thunder
Yeah, I thought brittle status was already indicated by a yellow border around the moral state in the UI. -
Demos save you dollars, time
Vanir Ausf B replied to Zels77's topic in Combat Mission Fortress Italy
Let us know when you find one. -
Commonwealth and MG modules
Vanir Ausf B replied to russwg1970's topic in Combat Mission Battle for Normandy
Yep. If you get both modules at the same time make sure to install Commonwealth first, then MG, then the 2.12 patch. -
I have said from the beginning that Elvis should set up a series of infantry ambushes in the sections of woods bordering the southern edge of the town (Bil has not assigned KT numbers to them) and in KT5. The difficulty Elvis has had in the encounters so far have less to do with PPSh-41s than with his too-aggressive probing on defense, which allowed his scouts to get ambushed by the attackers. It's not too late for him to do this, but he seems intent on conducting a highly mobile/counter-attacking defense, which will be entertaining to watch but doomed to failure.
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The problem with your setup is that it requires some of the ambushing units to be unhidden. That's fine if you are in terrain where you can be that way and still be hard to spot, such as behind bocage. But change the bocage to a hedge and it doesn't work since any kneeling soldiers will be spotted rather quickly. The hedge will also block LOS from any friendly units further back unless they are at a higher elevation.
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That would actually work much better in real time than WEGO. In WEGO the enemy may run through the kill zone in 60 seconds.
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THIS. Please.
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Discussion of Soviet Offensive Tactics
Vanir Ausf B replied to Battlefront.com's topic in Combat Mission Red Thunder
The thing of it is, Germany didn't really have to defeat the UK. The UK was not a serious threat to Germany's continental gains. And I agree with Steve that declaring war on the US was Hitler's most monumental miscalculation. At least attacking the Soviet Union offered some prospect of territorial gains if they won. Germany had nothing to gain by a war against the US except for hope that Japan would reciprocate by declaring on the Soviet Union. We know how that worked out. -
+1 Looking good
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CMRT - BETA AAR - German Side
Vanir Ausf B replied to BFCElvis's topic in Combat Mission Red Thunder
That was my problem. I didn't recognize the word "casualties" as a word. I thought it was a rocket and it was signifying guys with rifle grenades or some other Soviet contraption.