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Everything posted by Vanir Ausf B
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A question for a friend
Vanir Ausf B replied to timmyc69's topic in Combat Mission Battle for Normandy
I had a similar experience. I had originally installed CMBN onto my D drive. At some point I moved it to my E drive. When I tried to patch it said it could not find the game files, even when I specifically selected the correct folder on the E drive. I had to copy/paste the whole CMBN fold back to its original directory on the D drive and patch it there. -
No, but he did invite it by implying that rules are for "timid souls" who are just trying to rig the game in their favor. I think it's perfectly appropriate to call bullsh!t on that one. RT North Dakota says: but, for example, most people can look at the QB point values for US rocket artillery and see that there is something seriously wrong with them. And for those who can't see it I have proven it mathematically. So no, rules are not just for timid souls. They are for people who recognize that the play-balance features in the game have limitations, and in some cases are poorly implemented.
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The Road Ahead - Operation Bagration
Vanir Ausf B replied to Der Alte Fritz's topic in Combat Mission Fortress Italy
Not exactly. The penetrative ability of the Soviet 85mm gun was slightly lower than that of the US 76mm. -
Unless you're getting paid to play it's all recreational. Do you and your regular opponent really drop arty on each other's setup zones, even on the attacker's in attack/defend? Does the Allied player ever not pick British? I'm genuinely curious how a no rules barred system would work out.
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I suspect he may be referring to the CMFI hotfix shaders, which can also be used for CMBN. Download is here: http://www.atomicgamer.com/files/100120/combat-mission-fortress-italy-patch-1-00-1-hotfix
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Most restrictions on units as made to avoid repetitiveness. Otherwise every game becomes Fireflys vs. Jagdpanthers and the US Army might as well not be in the game. Do you just want to win, or do you also want to have fun? Winning the game on the first turn by taking advantage of a situation your opponent has no control over and no defense against may be fun for you (although I would find it boring), but I doubt your opponent will enjoy it.
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QB attacker/defender shenanigans..
Vanir Ausf B replied to PzKfW's topic in Combat Mission Fortress Italy
If you do that don't forget to swap friendly map edges. -
The Gamey Jeep Rush was gamey in CMx1 in large part because soft-skinned vehicles were unrealistically hard to kill. That seems to be not the case in CMx2.
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The Road Ahead - Operation Bagration
Vanir Ausf B replied to Der Alte Fritz's topic in Combat Mission Fortress Italy
I don't know about individual units, but it would be very surprising if SU-85s were not used during Bagration. They had been in production for nearly a year by that time. In fact, they were nearing the end of their production run as the Soviets would transition tank destroyer production to the SU-100 near the end of 1944. -
No such thing in CMx2.
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Be honest: against human players or the AI?
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The Soviets had a nickname for it that roughly translates to "the end of everything".
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Does Anyone Miss CMx1 QB Unit Selection Stats?
Vanir Ausf B replied to $Pec5's topic in Combat Mission Battle for Normandy
This has been discussed many times. You are certainly not the only one who misses it It doesn't look like it's coming back, at least not any time soon. The good news is that BFC is planning some type of display in game that will tell you if your tank can penetrate an enemy tank, sort of like the old targeting tooltip that would tell you if the chances of a kill were good or bad. -
Yes, the 180mm turret thickness is for the more common Henschel. s.H.Pz.Abt 506 was equipped with them during its participation in the Market Garden fighting, so I assume they will be in the MG module.
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The version of the King Tiger presently in the game has the Porsche turret, which can be penetrated frontally by the US 76mm gun since the front turret is only 100mm thick, but it is curved so rounds will penetrate or bounce randomly depending on what spot they hit. So yes, the KT is like a Panther with the side armor of a Tiger. When/if the KT with the Henschel turret shows up that will change. The off-road performance of the KT in game is a little on the poor side, which is not historically accurate as my earlier linked-to thread talks about.
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The Tiger is an unusual tank in that its strongest armor is on its front turret rather than the front hull, therefore hull down positions are especially important when using them, although there appears to be a bug in the game that makes the front turret not quite as effective as it should be. If you play QBs with random weather it is worth keeping in mind that the Tiger is much less likely to bog than the Panther in-game, even though this is not historically accurate. But yes, the Panther is generally superior for shootouts vs. Allied armor because if its near-invulnerable upper front hull (I think 17 pds APDS is the only thing that can penetrate it in-game). That is where the large majority of strikes hit because of the center of mass aiming system, and because the Panther turret is somewhat smallish in proportion to the hull.
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The Road Ahead - Operation Bagration
Vanir Ausf B replied to Der Alte Fritz's topic in Combat Mission Fortress Italy
There were 804 PzIIIs of all types "in inventory" on June 1, 1944 but I'm not sure how many still in service. On that date Panzer Abteilung 21 reported: 49 PzIV lang 4 PzIII lang 3 PzIII 75 -
I have seen it mentioned on this forum that it seems in PBEMs the attacker wins the lion's share of games, although I do not recall if they were referring to QBs or scenarios. Those ratios work out to 1.84 to 1 for assault, 1.65 to 1 for attack and 1.49 to 1 for probe. That compares to QB ratios in CMX1 of 1.72:1, 1.5:1 and 1.4:1 respectively.
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Simulating hedgerow fighting
Vanir Ausf B replied to kensal's topic in Combat Mission Battle for Normandy
I agree that most of those effects could be had by adjusting unit moral and experience. That, plus the ability of infantry and armor to march or drive up to any line of bocage and fire through it without any preparation. This tends to make bocage more equally useful as cover for both attacker and defender than in reality. Also, the deadliness of artillery/mortar fire in CMx2 means enemy units can usually be destroyed or routed by indirect fire alone. The above account and many others suggest that was rarely achieved. -
Polygons in a average CMFI tree?
Vanir Ausf B replied to iMolestCats's topic in Combat Mission Fortress Italy
The introduction of normal mapping makes polygon counts less relevant. -
accuracy/efficiency of machine gun fire
Vanir Ausf B replied to Killkess's topic in Combat Mission Fortress Italy
My bad. I was unaware that there were bugs fixed in the 2.0 upgrade not fixed in the 1.11 patch. I thought it was just an upgrade. -
Do we really want them?
Vanir Ausf B replied to Seedorf81's topic in Combat Mission Battle for Normandy
I'm all for fire in the game, but I'm indifferent to flamethrowers. I seem to recall that they were rarely used in western Europe.