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Vanir Ausf B

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Everything posted by Vanir Ausf B

  1. It's not comprehensive on the US side, but: http://combatmission.wikia.com/wiki/German_Artillery_Characteristics http://combatmission.wikia.com/wiki/US_Artillery_Characteristics
  2. Does this seem to happen more so with British gunners? Because it's already been shown that British tank commanders are summarily executed. I noticed an interesting TacAI behavior a few weeks back. If a buttoned halftrack takes small arms or machine gun fire and spots the shooter the machine gunner will unbutton on his own and return fire, then sit back down when the threat is suppressed.
  3. It's always worked for me, but I've never played the demo.
  4. The group on the right looks like it's spelling "noob".
  5. What's the least scary you've come across? I may join one.
  6. I'm using Niessuh's Outer Grid and I see squares.
  7. Why? Do you feel the visible foliage gives a more accurate visual representation of LOS?
  8. Pro tip: In CMBN tree foliage is primarily eye candy. It does not block LOS like you would expect. Only the trunks of trees can be counted on to block LOS. So if you are playing with foliage on be aware that LOS is less restricted than it appears. Plot your moves with tree trunks only showing.
  9. The purchase price of US rockets in QBs are on average about an order of magnitude less than German rockets, despite being of comparable utility.
  10. In another thread I saw a suggestion that players agree that they cannot purchase just 1 of anything. You want a KT, fine, but you have to buy at least 2. I have not tested this formally, but it seems that infantry vulnerability to artillery is heavily influenced by whether or not they are prone. At for US rockets... that is a known issue. There is a widely used house rule that US rockets are completely banned from QBs. It's unfortunate we have to do that, but BFCs refusal to fix it leaves us little choice.
  11. Lower quality troops do slow games down, no question about it. But I suspect they will also use less ammo rather than more, not only because of the rate of fire but because cowering troops don't shoot at all. And don't forget about the motivation rating. Unlike CMx1, in CMBN you can have soldiers that are very enthusiastic about their jobs despite being marginally competent at them e.g. early war SS, as well as highly trained troops who don't have a **** left to give e.g. late war British But there does seem to be some overlap, as my casual observation has been that green troops tend to be more fragile than regular troops of the same motivation.
  12. No need for debate. Just fire up a QB and buy 2 machine guns, one green and one elite. When the game starts give each an area fire order and you will see one fire more often than the other. Takes 5 minutes, tops. I seem to have lost the notes I took, but IIRC the ROF increases about 10% per experience level.
  13. It's actually regiment and brigade level. Looks good.
  14. I don't know about accuracy, but in the game rate of fire is directly tied to experience level, with the rate increasing with more experience. I have only tested machine guns but I think it is true of infantry small arms as well.
  15. I've always wondered what a "punter" was. Futon inspired me to finally look it up. A British, Australian and Hiberno (Irish) English colloquial term for a paying guest or customer, especially a patron of a public house a patron of a brothel a customer of a prostitute
  16. Class action lawsuit? If BFC lose they have to give us the Lynx in QBs and a new King Tiger model.
  17. I just ran a quick test. M8 vs Jpz IV late at 50m. I let the M8 shoot until dry. All hits failed to penetrate except for 1 partial penetration on the "upper front hull". Looking at the Jpz IV it may have a weak spot at the front vision block.
  18. I don't know if quality has an effect on a unit's willingness to abandon a covered arc order, but the motivation level is a huge factor. A "fanatic" unit will never disobey a covered arc.
  19. Any vehicle equipped with a radio should work if parked within 2 action spots. The vehicle need not be occupied.
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