Jump to content

Vanir Ausf B

Members
  • Posts

    9,593
  • Joined

  • Last visited

  • Days Won

    7

Posts posted by Vanir Ausf B

  1. <BLOCKQUOTE>quote:</font><HR>Originally posted by Olle Petersson:

    Order

    From: Battalion Commander

    To: Commander of 3rd tank, 1st platoon, B company.

    Rotate your turret 36 degrees to the left ASAP, and keep it there.

    Repeat for every tank in the battalion...

    Seems silly, doesn't it?<HR></BLOCKQUOTE>

    The reason it is not silly is the obvious fact that the player is not assuming the role of only a battalion commander. He is also a company commander, a platoon leader, a squad leader, and, yes, a tank commander.

    If you were only a battalion commander, you would give general orders to your companies (hold this area, seize that objective), and the TacAI would give the detailed orders to your platoons and squads to carry it out. The game already lets you micromange the hell out of your units, so let's drop this silly "micromanagement goes against the spririt of the game" stuff.

    [ 04-09-2001: Message edited by: Vanir Ausf B ]

  2. If I may, I think the reason human wave attacks are so sucessfull in CM can be summed up in two points made here:

    <BLOCKQUOTE>quote:</font><HR>Originally posted by X-00:

    What is Grazing Fire?

    The DOD definition of Grazing fire is "Fire approximately parallel to the ground where the center of the cone of fire does not rise above one meter from the ground." For Machine Guns in WWII this would extend out to at least 400m and in some instances 600m.

    Grazing Fire is the primary reason for the Machine Gun's existence. It is terrifically effective. The inspiration for CM, Squad Leader simulated this very well. CM, though a fantastic game, does not.

    Now a couple of side points.

    -When rushing through areas covered with Grazing Fire it doesn't matter if you weeve and bob. The machine gunner isn't aiming at individual soldiers.<HR></BLOCKQUOTE>

    And:

    <BLOCKQUOTE>quote:</font><HR>Pillar:

    Perhaps the rate of speed for the "Run" command should be dropped a little? Currently it is at around 3.4 meters a second. All this speed AND they are using cover, "leaping bounding and zigzagging"?<HR></BLOCKQUOTE>

    As Steve said, the current Run order is an abstraction. It combines "run" with an "assault" order. It gives the running unit the best of both worlds; the movement rate of an all out run, plus the cover of Assault. This would be the easiest problem to fix. Dividing Run and Assault into 2 seperate orders would be best.

    As I understand it, the grazing fire problem is most likely a hardware limitation. The way CM simulates "bullets", they basicaly disappear when they are fired and reappear in an area centered on the target unit. Therefore, they cannot effect anything between. Modeling this correctly would also make friendly fire a real concern for the CM commander, which would encourage real world tactics even more. I don't know how much this would add to the CPU load, and I am sure we will see it eventually, but I would rather see it sooner than later, if feasable.

    [ 04-09-2001: Message edited by: Vanir Ausf B ]

  3. <BLOCKQUOTE>quote:</font><HR>Originally posted by Bullethead:

    I think WW2 only became WW2 when folks forgot that the Seven Years War (aka the French and Indian War over here) was actually WW1 :D<HR></BLOCKQUOTE>

    Excellent point, and one I would agree with. It could also be argued that the Napoleanic Wars were actually WW2. The only problem there is that they were a series of several wars with brief pauses in between instead of one long continous war, but that's a small technicality. For all intents and purposes, it was a World War.

    Does anyone think the 30 Year War would count as a world war? I would guess not, but I don't know enough about it to say for sure.

    [ 04-08-2001: Message edited by: Vanir Ausf B ]

  4. <BLOCKQUOTE>quote:</font><HR>Originally posted by Juju:

    Not surprising. Smoke is supposed to be fired at terrain, not at units.

    <HR></BLOCKQUOTE>

    Perhaps I should have been a little more precise. I was indeed refering to targeting terrain in front of an enemy unit, not directly targeting the unit itself.

    If it is not a bug, it should be a bug. If tank smoke rounds were as unless in RL as they are in the game they wouldn't have bothered with them. I'm not demanding that BTS release a patch to make it work properly, I'm just hoping they make it work better in CM2.

  5. <BLOCKQUOTE>quote:</font><HR>Originally posted by Maastrictian:

    Now I don't know much about halftracks but IIRC the M3A1 has a bow mounted MG as well as a pintle mounted MG. The bow MG can be fired even when buttoned. As for crews that have taken a casualty unbuttoning -- this is impossible (in the game). It will never happen.

    --Chris<HR></BLOCKQUOTE>

    From the 1.1 patch Readme:

    * M3A1 Halftrack, M3A1 Scout Car, and M5A1 Halftrack are not forced to remain

    buttoned up after suffering only one crew casualty.

  6. This actually was discussed at length in another thread a few weeks back. What a few people (Jason Cawley and maybe a few others) said was that it was not unusual for German troops to use PF against infantry, even though they weren't supposed to. So it's not unrealistic (according to them).

    EDIT: I found the discussion. Enjoy

    ------------------

    What a bunch of horsecrap. -Steve

    [This message has been edited by Vanir Ausf B (edited 04-04-2001).]

  7. Yes, this is rather annoying. What I and some other people do is have your tanks and on-board mortars fire off their smoke rounds at the earliest opportunity. Tank smoke rounds are totally useless in CM anyway because even if you order your tank to fire smoke at an enemy unit it will often change your orders and fire HE or AP instead.

    So the TacAI will use smoke when you don't want it and will often not let you use it when you do want it, so it's just better to shoot it into some nearby hillside at the beginning of the game and be rid of it before the TacAI screws you with it.

    ------------------

    What a bunch of horsecrap. -Steve

    [This message has been edited by Vanir Ausf B (edited 04-04-2001).]

  8. From page 62 of the CM manual:

    Small arms fire from a unit (simulating sometimes the firing of a dozen rifles and machineguns at a time) is NOT directed at one pinpoint area only. Instead, each "shot" affects and area around the unit target or zone, in which it can cause casualties or suppression.

    ------------------

    What a bunch of horsecrap. -Steve

  9. Originally posted by Blackthorne:

    Correct. The hull down message comes when you target an opposing vehicle only.

    Actually, I think you can get it while targeting infantry also now (added in a patch). This was done so you would know if your hull MG could fire or not.

    Dirtweasle:

    Another question I still have though OT to this thread though related is this; is target size impacted at all by degrees of exposure or is it all or nothing?

    It's all or nothing.

    ------------------

    What a bunch of horsecrap. -Steve

  10. Originally posted by Stefan Fredriksson:

    I think I have seen him post under the name "Pzkfw1" (or very similar).

    Yeah that's him. Haven't seen him around in months. Last I remember he was getting a new computer as a present. Maybe it didn't work.

    ------------------

    What a bunch of horsecrap. -Steve

  11. Originally posted by harpooner:

    The superior tactician is rewarded and it's less of a dice roll to see who has the last tank. I prefer 300-600 point battles, they rule.

    Actually, the fewer the units the greater the role luck plays.

    But, whatever. I prefer 3000 pt battalion slugfests myself but it's all personal taste.

    ------------------

    What a bunch of horsecrap. -Steve

  12. Originally posted by Maximus:

    Well yes, but that is to save your TC from small arms fire. That micromanagement is to prevent casualties where-as turret control is something that the Tac-AI does and has no consequences with crew casulties.

    !?!?

    I would think that whether or not a tank gets penetrated by an AT round would have rather major consequences with crew casualties. rolleyes.gif

    ------------------

    What a bunch of horsecrap. -Steve

  13. Originally posted by Pascal DI FOLCO:

    AND you don't use DeanCo's Interface mods ??

    What a shame !!! smile.gifsmile.gifsmile.gif

    If you play at high resolution (I'm at 1280x960) Deanco's Gunmetal mod is difficult to read because words are quite small and there is less contrast between the lettering and the background than with the stock. And my eyesight is crap to begin with. Also, at that resolution the "!" symbol for broken units is half cut off (at least it was a few months ago. Maybe he fixed it). The Grog interface doesn't show "Alerted" status for units which bothers me.

    Which is all a shame because they look very nice.

    BTW Heinz, is that 2x or 4x AA? I ask because there are still some jaggies on the roof of that house in the second pic.

    ------------------

    What a bunch of horsecrap. -Steve

    [This message has been edited by Vanir Ausf B (edited 04-01-2001).]

  14. Yeah, that's the beauty of CM. The whole thing can hinge on one event. Like at First Bull Run when the tide turned when a single Union unit mistook an advancing Confederate unit for one of it's own and held fire. If the Reb unit had been wearing grey instead of blue the Union likely would have won.

    Of course this is little solace to the unlucky general. Suicide is the only answer smile.gif

    ------------------

    What a bunch of horsecrap. -Steve

  15. First of all Ben, let me say that these mods are amazing. Just incredible.

    However, for some reason the "Reddawn" sky never shows up. "Falldawn" shows up for Sept-Nov, but "Summerdawn" shows up for all the other months including winter months. What setting do you need to get the Reddawn?

    I actually had the same problem with Tiger's recent sky mod. The summer skys show up in winter. It seems to ignore bmps # 1410, 1412 and 1442. I'm on a PC.

    ------------------

    What a bunch of horsecrap. -Steve

    [This message has been edited by Vanir Ausf B (edited 04-01-2001).]

  16. Originally posted by bigmac@work:

    Now, granted, I've learned that you can't fast move through mud since then,

    Actually, analysis of statistical probability has conclusively shown that (contrary to what it says in the manual) the speed of the vehicle has no effect on the chance of bogging at all and you are actually more likely to be bogged moving over open grass than in scattered trees/brush/wheat. We never did get a response from BTS if this was a bug or not.

    ------------------

    What a bunch of horsecrap. -Steve

  17. Here was Claymore's last update posted here on 3/1.

    Anyway...I know that the AAR is lagging but Fionn and I have had our turn rate slow to a dribble. ISP problems and work getting in the way of fun mostly, but we are trying to speed it up. I posted to Fionn two days ago that if he had time stream posts to Yahoogroups he had time to post to me.

    [right Fionn? waiting.... wink.gif]

    Long and short of it...we are at turn 26. I voluntarily withdrew my two 155VT spotters in round 10 after expending 6 rounds total. They were just too devastating to make this or mostly any game interesting. Fionn then promptly put a mortar shell on top of a 105 spotter, leaving me just a single spotter for any arty support OUCH! Fionn also put the touch on a M4(105)which is smoking nicely THANK YOU VERY MUCH! I of course could not let the Beast better me so I retaliated by immobilizing his PzIV(70) with a 60mm mortar shell...and yes, I did go out and buy a lottery ticket after that little piece of luck.

    We both have had our moments but he is going down in a big way. He seems thin in most places and his center and right flanks are collapsing fast.

    Cheers

    Murray

    ------------------

    What a bunch of horsecrap. -Steve

  18. I'm with Hombra on this one. Shorter pauses and being able to put them between move orders would not introduce a level of micromanagement not already in the game. All it does is give you the same flexability that real world commanders would have.

    I really don't see why people think this game is supposed to put you in the position of a company or platoon leader and that's it. If that were the case you would just give general orders to your companies and platoons and let the TacAI figure out how to implement them. Yes, you are a company commander and and platoon leader, but you're also a squad leader and a tank commander.

    Having a tank pop up, take a shot or 2 then back down is a real world tactic. Having to wait until the end of your turn to have the tank move up is not realistic, it's just annoying.

    ------------------

    What a bunch of horsecrap. -Steve

×
×
  • Create New...