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Vanir Ausf B

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Everything posted by Vanir Ausf B

  1. Do you know if it is a meeting engagement, attack, probe ect.? How about rarity settings? What force type is allowed (mixed, infantry only, ect)? Are you the US or Germans? I haven't tried PBEM yet so I don't know how you check these things after the game has started.
  2. It's impossible to answer that question without knowing what your Order of Battle is and what QB parameters are in use.
  3. The HE burster does not always detonate. You can see this plainly if you set up a Sherman 75 to plink shells off a Panther or Tiger. Most of the time the shells do explode on impact, but a significant number bounce off and hit the ground.
  4. I have begun compiling data on this, but it is very early (I only have the US mortars finished). It's tedious work, and it's something that, had it been in the manual, may have alleviated some of the "game is too hard" feelings.
  5. Siffo did some testing that indicated Tiger optics continued to function after being destroyed. But the thread got no traction and there was no follow up. So I ran my own battery of tests. First up is a Panther D. Range 1500m. After the optics are knocked out the opposing Sherman is lost from sight, replaced by an icon. I then move a previously unspotted Sherman into view. In some iterations the Panther will spot this new tank while it is moving and then lose sight of it when it stops. In others it never sees it at all. In all cases that I saw the Panther does not regain sight of either tank thereafter, the icons gradually fading as the turns wear on. Next, the Tiger I mid. It sees the new tank move into view about 9/10 times. Both it and the previously spotted Sherman will pop in and out of view for a few turns, but eventually they will both stay spotted permanently. Or at least for a long time. https://rapidshare.com/files/2179265413/optics_tiger_1_mid.bts https://rapidshare.com/files/2020579540/optics_panther_d.bts
  6. Except for snipers targeting TCs. That's a legit target of opportunity there, at least out to several hundred meters. Maybe unit sharpshooters as well.
  7. I just finished a Huge size QB on 078 -- Large Village (bocage). It worked well. As with every other CMBN map I found myself wishing it were a little bigger, but the close terrain mitigates that.
  8. My soldiers need perks. Stopping Power, Slight of Hand, Ninja, please.
  9. I couldn't find the command to do this, but letting them open fire on an enemy tank commander a couple hundred meters away nets a similar result.
  10. I want you to be my permanent PBEM opponent. Seriously, that is pure suicide in the game.
  11. More grog porn. A Jagdpanther does a complete 180° turn in about 12 seconds. BTW, do all the tanks in the game use the same engine sound. That Maybach V12 sounds about 10x louder and a lot meaner than it does in the game. Would be cool if a mod were possible.
  12. IIRC, WW2 tanks that had neutral steer ability: Churchhill, Tiger, Panther and other AVF based on those chassis. Tiger II maybe also. I have no idea how often that ability was used, but it was probably rarely necessary. Here is a video of a Panther tank pivoting on a dime by locking one tread. As you can see it can turn very quickly (the video also shows the turret traverse speed with the engine at idle).
  13. Right. I think the "deck" is what the turret sits on i.e. the "top" of the tank.
  14. Yes, although I don't know if that is the proper term for it. The game calls it the "upper front hull".
  15. "There is a 10-mm slit all around the base of the turret. AT gun and heavy machine-gun fire, effectively directed at this slit, will prevent the turret from revolving and thus seriously impair the tank's field of fire. Furthermore, hits by HE shell at the base of the turret may wreck the roof of the hull and put the tank out of action." http://www.lonesentry.com/articles/ttt_tigervulnerability/index.html Keep in mind that CM does not model aimed shots on tanks, so any hits on weak areas will be a happy coincidence.
  16. This would mean the glacis plate was modeled at only 25mm think. That would do it
  17. HVAP ammo is only available in the game on the "Late" model M10. I used the regular M10. US 76mm rounds suffered from something called "shatter gap" which caused the round to under-perform against Tiger and Panther armor at certain angles and ranges. This was caused by the nose of the AP round being too soft and had the strange effect of making the 76mm sometimes perform worse at short range than at medium range. I don't know if this is modeled in the game, but it should be since it was in CMx1. From the link posted earlier in this thread Rexford speaks from the grave:
  18. I only used the mid-production version in my testing. I have no idea how 1/3 of hits could be hitting the top of the tank when I couldn't get even one on the shot-trap of the Panther.
  19. In a recent game I had an immobilized but not abandoned Stug sit for 10 minutes in plain sight of several Bazooka teams on short covered arcs. But by short I mean like 20 meters. The Stug was about 100m away. In that same game I had a Sherman slavishly stick to a covered arc to his 2 o'clock while a Stug blasted away at him from his 10 o'clock. I know he was aware of the Stug because he could see it when I selected him. The Sherman was saved by a brave Ironwood tree. My experience with covered arcs is that they are obeyed slavishly about 98% of the time, even to the point that units will ignore enemies shooting at them. But I've also noticed that units will sometimes "forget" their covered arc. This seems to happen more frequently to units out of C2 so I assumed it was intended behavior.
  20. The Bulge game is the next genus within the Western Front family, withing the WW2 phylum.
  21. It's a known bug. Or at least I assume it's a bug (BFC has never said). Any on board asset with access to a radio can be used by any HQ on the map, regardless of whether that HQ has a radio.
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