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Vanir Ausf B

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Everything posted by Vanir Ausf B

  1. <BLOCKQUOTE>quote:</font><HR>Originally posted by Freak: Amazing that there are so many front turret hits on that thing. The allied tank gunners must have amazing aim! I will have to check this out and do a test.<HR></BLOCKQUOTE> Freak, keep in mind that CM does not model different hit location probabilities for different tanks. In other words, the chance of hitting the turret of a KT is exactly the same as hitting the turret of a Mk IV, a Sherman, whatever. According to Steve this is a limitation of the game engine and won't change in CM2. I actually did do a test on this and found that the turret is hit about 30% of the time on a non-hull down tank in CM. The upper hull was hit about 50% of the time with the last 20% divided between lower hull (12%), track hits and gun hits.
  2. <BLOCKQUOTE>quote:</font><HR>Originally posted by Shatter: So there it not because I am a drunk. Shatter<HR></BLOCKQUOTE> So, what you're saying is that even if you were sober you would do the same thing. Ok, I understand. No problem. But, hey, be careful going down those stairs
  3. <BLOCKQUOTE>quote:</font><HR>Originally posted by PzKpfw 1: Me to, wonder when this was discussed.<HR></BLOCKQUOTE> I was being sarcastic. It hasn't been discussed before.
  4. <BLOCKQUOTE>quote:</font><HR>Originally posted by Fieldmarshall: WHAT WAS IT FOR AND WHAT WAS IT MADE OUT OF???<HR></BLOCKQUOTE> I've never seen a complete recipe, but the primary ingredient was sawdust.
  5. <BLOCKQUOTE>quote:</font><HR>Originally posted by Kanonier Reichmann: Sorry Rexy, but I thought this subject had been done to death.<HR></BLOCKQUOTE> I guess I somehow missed all the other tungsten core shatter gap threads.
  6. You're doing something wrong. 300 pts for armor in a 1500 pt game is what you get with a Combined Armes setup. Unrestricted would be 1500 for everything except arty. Make sure your game is version 1.12 or the unrestricted category will not be available. I get the impression you have not played the game much. You may want to join a ladder and actually play some before deciding the Germans are disadvantaged. Everyone is entitled to their opinion, but most expirienced ladder players think the Allies are harder to win with than the Germans, an opinion I share (I'm on the Rugged Defense ladder). [ 07-14-2001: Message edited by: Vanir Ausf B ]
  7. <BLOCKQUOTE>quote:</font><HR>Originally posted by DasBaron: Why not just a point total that can be used any way you want? Now as I've mentioned before. I'm 99% sure I have been using "unrestricted".<HR></BLOCKQUOTE> I think you're confused. You say you want a point total that can be used any way you want... well that is exactly what unrestricted is (except for arty). With unrestricted you can buy close to a whole company of tanks in a 1250 pt game if you want. [ 07-13-2001: Message edited by: Vanir Ausf B ]
  8. <BLOCKQUOTE>quote:</font><HR>Originally posted by aka_tom_w: Has anyone read anything about this any where? Has Steve commented on this option somewhere and I have missed it?<HR></BLOCKQUOTE> Well, I personally like the idea very much and hope there is an option for it in CM2. IIRC, Madmatt made a comment to the effect that they (BTS) liked the program, so I'd say there is hope.
  9. A while back, some guy who claims to have been a RW artillery officer for 15 year made a post about changes he would like to see in CM arty. I'll cut and paste the relevant stuff here. <BLOCKQUOTE>quote:</font><HR>X-00 wrote: (2) Sheaf: (a)Both the normal and target wide are basically a converged sheaf. An open sheaf (all guns firing the same deflection)was the standard form of delivery (b)It's east-west orientation should be rotated 90 degrees to reflect (a) above. © Guns are usually placed 50-100m apart in a Lazy W. Using an open sheaf the rounds would fall on a frontage of basically 150m-300m with a depth of 50-100m (depends on the probable error in range). (3) C2. Similar to onboard indirect fire, if an allied leader has C2 over an FO that leader should be able to adjust fire. Additionally, in order to increase the importance of Company Commanders if a Company commander can see a target regardless of C2 with a CO he should be able to adjust fire. (4) Target Shift Time. The 100m adjust radius (the green line) is arbitrary and frankly shows no understanding of how fire direction is conducted. To a Fire Direction Center it doesn't matter if the correction is 50m or 500. For example say an artillery Battery is 5000m from the target and is directed to shift the gun-target line 50m left or right. The deflection correction would be 10 mils (less than a degree)for a 500m correction it would be 100 mils (about 6 degrees). The FDC and the Gun-line can apply these corrections in seconds. Today and then. (snip) 5. Effects. The effectiveness of an artillery "barrage" significanly decreases after the first "salvo". The Joint Munitions Effects Manual (JMEMs), a classified document, reflects this. Soldiers under artillery fire are very good at finding effective cover after the first "surprise". Veteran soldiers are very good at finding cover. If they weren't they wouldn't be veterans. Additionally, foxholes provides much better cover than is reflected in CM.<HR></BLOCKQUOTE> [ 07-13-2001: Message edited by: Vanir Ausf B ]
  10. Let's start placing odds on seeing a thread titled "I JUST ORDERED COMBAT MISSION 3 DAYS AGO" sometime tomarrow
  11. <BLOCKQUOTE>quote:</font><HR>Originally posted by Shatter: I do own 2 PC's and ocassionally play myself in a battle, by going up and down the stairs each and every turn. So I do need 2 backups to do this.<HR></BLOCKQUOTE> Why aren't you using the hotseat option? <BLOCKQUOTE>quote:</font><HR>Ya I also buy beer in bulk. <HR></BLOCKQUOTE> Nevermind, that explains it
  12. <BLOCKQUOTE>quote:</font><HR>Originally posted by Cybeq: The reason I'm asking is because I just surrendered a PBEM and my opponent told me "that's weak".<HR></BLOCKQUOTE> Unless you agreed to fight to the last man, as far as I'm concerned you are totally within your rights to surrender when the outcome is no longer in doubt. I get rather annoyed at opponents who keep fighting with a few tattered units when they have no chance. I think most people are like this, and the ones who get some perverse pleasure out of spending 15 turns trying to kill every last bailed crew on the map are rare. Just don't play him again.
  13. There is no box. The manual is pretty good and fairly thick. If more people read it this message board would have much less traffic. Don't freak out when you open the shipping package and see no CD. Its tucked inside the manual. I live in Wyoming and I think I got mine in about 4 or 5 days after ordering.
  14. <BLOCKQUOTE>quote:</font><HR>Originally posted by MikeyD: As for skirts on Gs, they may have simply been left off as an aid in identifying the vehicles while playing. Cover up that redesigned upper hull side and all Panther types tend to look the same.<HR></BLOCKQUOTE> I dunno. Those skirts on the A are functional, tho not very effective. I once shot a whole bunch of bazookas at some Panthers (in the game that is) and the skirts on the A deflected about 3% of the hits.
  15. oops [ 07-11-2001: Message edited by: Vanir Ausf B ]
  16. I must have a weird copy of the game or something. My tanks always seem to blaze away at infantry with the main gun without being told to. In fact, I rarely target my tanks at all, I just let the TacAI do it. I don't have to start telling them to use the main gun until they get low on HE (like 1/4 the rounds they started with).
  17. So you say the Gs did have the Schrurtzen? I wonder why BTS left them off in the game. I know the As have them.
  18. <BLOCKQUOTE>quote:</font><HR>Originally posted by PzKpfw 1: Had the Schurtzen not worked, the II would have been produced. <HR></BLOCKQUOTE> John, I've been wondering why the Panther G does not have the Schrurtzen. Did the Russians stop using the 14.5mm AT or something? [ 07-11-2001: Message edited by: Vanir Ausf B ] [ 07-11-2001: Message edited by: Vanir Ausf B ]
  19. <BLOCKQUOTE>quote:</font><HR>Originally posted by tero: Will the water cooled HMG's get any special treatment for being able to fire longer bursts than the aircooled ones ?<HR></BLOCKQUOTE> This is actually a good question. Because of the way CM abstracts MG and small weapon fire, I doubt that longer bursts are possible. More frequent bursts would be, however. <BLOCKQUOTE>quote:</font><HR>So is the German HMG undermodelled in CM at present time ?<HR></BLOCKQUOTE> BTW tero, any problems with MG modeling currently in CM apply equally to all MGs in the game, not just German MGs.
  20. <BLOCKQUOTE>quote:</font><HR>Originally posted by Big Time Software: Experience ranges for Quick Battles have also been adjusted downward so, for example, you get to buy Green-Regular troops instead of Conscript-Green or Regular-Veteran. This should lead to more use of Green and Regular troops and less Regular and Veteran combos.<HR></BLOCKQUOTE> Although I admit to being totally biased on this issue, I strongly suspect this will not be a real popular decision among QB players. While I agree that green/regular would be a more common mix historically, there seems to be a general opinion that green troops are not a good choice for competitive play, and are only useful in scenarios where you are modeling actual specific units that really were green. If given a choice between regular and green I doubt many will chose green. The end result will be a lot of totally regular forces, or totally veteran if you go high quality. Personally, I like to buy mostly regulars, but always buy my sharpshooters at veteran. I won't be able to do this anymore (yeah, whaaaa, I know, but it bugs me).
  21. Moon, I have tried to duplicate your test results and have been unable to do so. I set up the tanks at the distance shown in your screen shots. I even gave the 105 the same ammo load. From the 2 different distances shown in the 2 screen shots, it appears the Mk IV was moving, so I tried tests with it moving and stationary. In every instance only HE was fired. I think I know how you did it though. You mentioned you used two 105s in your test. I suspect the Mk IV was firing at the other 105, which was off to the side. This would have put the Mk IV at an oblique angle to the 105 shown in the pics. At that range, an oblique angle would make the Mk IV front turret impenetrable to 105 HE, which explains the HEAT round being used. I also assume the other 105, the one firing directly at the Mk IV and therefore able to penetrate the turret with HE, did not fire HEAT. If these assumptions are correct, your test results do not contradict mine. In fact they support them. If my assumptions are incorrect, please supply more information about your test so I can try to duplicate it again. No one is saying that the sky is falling or that this is a game breaker. But it is a legit issue. It took months of threads like this before BTS changed the tungsten use code, but they did change it. If this problem is still present in CM2 it will come up again and eventually it will get fixed. We'll just have to be patient.
  22. That's a fluke (or a rare bug). That unit is also green and out of LOS! I don't recall ever seeing one of my own units do that in similar circumstances.
  23. If you look at the screen with squinty eyes the vehicle that blows up the church tower kinda looks like a Marder of some sort.
  24. <BLOCKQUOTE>quote:</font><HR>Originally posted by Clinton: 1.) Are Dead Zones modeled on tanks and vehicles?(The area around the vehicle that is not in veiw while buttoned.)<HR></BLOCKQUOTE> Sorta, kinda. In CM tanks can spot 360 degrees around them, but they are much less likely to spot stuff not in front of them right away when buttoned. <BLOCKQUOTE>quote:</font><HR>2.) When Assualting a postition, do most of you issue a move command to take advantage of more firepower but more exposure, or do you issue a Run command to get there quicker.<HR></BLOCKQUOTE> I'd run, assuming you are suppressing the defenders. If you don't have the defenders suppressed, your guys will die either way. <BLOCKQUOTE>quote:</font><HR>5.) When using hedges or walls as cover, should you move the cursor to where it says "wall" or should you position the movement cursor just behind the wall. Will the wall give cover if units are just behind it and not positioned on it?<HR></BLOCKQUOTE> BEHIND!. If your guys are right on the wall they will recieve no cover from it at all. As long as you are within 15m of the wall and it is between you and the guy shooting at you, you get the cover (unless he is at a significantly higher elevation). <BLOCKQUOTE>quote:</font><HR>7.) Are there any Allied Winter Uniforms out there. Been looking but can't find any.<HR></BLOCKQUOTE> I'm pretty sure there's some at CMHQ. I know Maximus did some a while back. [ 07-10-2001: Message edited by: Vanir Ausf B ]
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