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Vanir Ausf B

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Everything posted by Vanir Ausf B

  1. This is what you are thinking of, I assume: v2.01 * Soldiers fire weapons faster at short ranges, especially Garand rifles.
  2. There was no small arms ROF increase. There was a machine gun ROF increase.
  3. That's correct. Accuracy in CM always assumes combat conditions.* You can make a firing range in the editor and place pixeltruppen on it but there is no way to make the pixeltruppen know they are on a firing range. * Combat conditions does not mean being under fire at that exact moment. That is suppression.
  4. This is very different from how Broken was described as working by a member of BFC recently. I can't recall the last time I saw a unit with Broken status in a game in any case, and in that respect the truth of the matter is largely academic. They are kind-of little "b" brittle in that Rattled is their new ceiling.* * IIRC some people have claimed to have seen a Shaken or Panicked unit rally all the way back to OK, but I have not noticed it and it must be quite rare at the least.
  5. That is massively confusing. It makes it sound as if Broken is a moral state less severe than Shaken.
  6. I don't think that is true. Troops that reach Shaken or Panic do not get the red light treatment. They have to rally from Broken. I recall only seeing it happen once in a game.
  7. Don't rely on the manual for on-map ammo mortar counts. The pics in the manual were made while the game was in beta. At one point 120mm teams were only carrying 6 rounds but that was changed before the game was even released.
  8. Someone explain to John the difference between individual team and shared ammo counts and where to find the latter in the UI. Actually, John, I don't know where you are getting 6 rounds for the 120s. The dismounted teams carry 16 (14 HE, 2 XM395). Are you sure you have the 1.03 patch?
  9. On-map mortars have several advantages over off-map. 1) Faster response. Times vary, but when called in by a fire support team (regular experience) in a FIST all US on-map mortars have a 2 minute response while off-map are 4 min for 60mm and 81mm and 5 min for 120mm (again, times vary and the displayed time are rounded off from the exact times) 2) Each individual on-map tube can be tasked with a separate fire mission while the the off-map section or platoon is limited to one at a time. 3) On-map mortars can use direct lay. At first glance the on-map 60s do appear to be an especially bad deal on a point per round basis, but I suspect their excellent suitability for direct lay is the reason. They can move at Quick speed with a full ammo load while the 81s and 120s are limited to Move until they expend some ammo. They also have the shortest deploy and pack-up times. In fact I feel that the 120s deploy and pack-up times of 1.4 and 1.5 minutes respectively make them impractical for directly lay use which is probably why the per round cost of 120s is almost the same for on-map and off-map.
  10. Yes, that is the one thing about Move I would like to see changed.
  11. I also use Move as a pseudo move to contact. If they spot and engage an enemy unit they will generally stop moving so long as the enemy remains spotted. It's like a more aggressive but less tiring Hunt.
  12. +1. And if the squad has two of them the scouts take both!
  13. There is a portable version of the TOW in the game.
  14. Vehicles of all types can drive through light woods or rocky terrain all day without damage, although there may be an increased chance of bogging. RR tracks can damage both wheeled and tracked vehicles*, but it's not considered a type of ground terrain in the editor. * Which is why you should always try to cross RR tracks at a perpendicular angle. Running vehicles along the length of the track will almost inevitably incur damage.
  15. Vehicles -- ALL vehicles, not just wheeled -- take damage from driving through obstacles. Just driving over rough terrain will never damage anything.
  16. I don't have Shock Force but I was under the impression that units in that game do not have point values assigned to them anywhere.
  17. Dismounted. Add in the vehicles and it's less than 2 MRBs. You can just barely buy one battalion tactical group if you choose lower quality options.
  18. Also don't forget to set the friendly map edges to match the general orientation of the setup zones.
  19. Also remember that the points values you assign objectives are not the actual amount they will be worth, but what they are worth relative to other objectives, e.g. if you assign one objective 5 pts and another 10 pts the former will be worth 1/2 the latter but the exact numerical value will determined by the Battle Type.
  20. Spotting in general is easier in game than reality. German use of smokeless powder is not modeled. For the most part it doesn't bother me much. The two things that do aggravate me are when infantry spot something a kilometer away while Quick moving and tanks in Black Sea auto detecting nearly every ATGM launch.
  21. I'm away from my computer so this is from memory, but I think it is fixed in Black Sea and will presumably make its way to other titles in the next round of patches.
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