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LeeW

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Everything posted by LeeW

  1. Thanks for the fun scenario. Played German against the AI. Took the whole force up the right half of the map. Set the Panthers and Tigers on the high ground in overwatch as the force advanced. The Pz IVs went with the infantry. The panthers started knocking out T34s as soon as they arrived. The first kill was over 3600 meters. At those ranges the T34s never fired a shot. Only 3 got through the kill zone in the center. None made it through on the flank. It was a turkey shoot. When the AI surrendered there was only one tank left. A Tiger lost its gun in a closer dual, and that was the only damage to a German tank. Having more of the T34s in the valley to start with would probably give the AI more to fight with for the end game. At least they might get some shots off and do more damage. As it was, they took such a moral hit from tank losses, they surrendered before I could, move on the last 2 objectives. Thanks for hours of fun, Lee
  2. So I guess my question would have to be, would it be possible for a 76 or 85mm shell to go through the bow mg port and not cause any damage?? As stated in another thread something like this could be a bug. I never thought about it until reading that.
  3. Commander's cuppola is the hit that caused the crew to dismount. The commander wasn't among the survivors. That would make sense if he had his head stuck up there looking out the vision ports. The bow mg took the penetration hit several turns ago, but doesn't show any damage, nor were there any casualties caused. As an interesting side note, while looking at this hit from the inside of the tank, could observe spent brass on the floor! Also there are two hits on the gun barrel, ricochet I'm sure, but not sure if they would have damaged the gun or not. The T34-85 was shooting at a little over 600 meters with a height advantage. A 76mm ATG made a few hits at around the same range with more of an elevation advantage.
  4. From what I read in another thread there could be a possible bug in this photo, maybe even two. Also can you spot the hit which caused the crew to bail out, took me awhile to figure out what happened.
  5. What is the status of crew being used as scouts? The last I remember, was an outcry against this, so their spotting ability was reduced to discourage the use of them as scouts. True or not?
  6. I wish I could have gotten the other pictures to upload. The AI took the tank back down the road, through the farm yard, through a gap in a low hedge (or whatever it would be called), through a pole barn, then around to the bocage and through the gap in the bocage then finishes up the slow way points that had been plotted at the beginning. Altogether takes about 6 or 7 minutes. Thus avoiding the possible "kill sac" the author had setup and making a flanking attack more likely to succeed. Nice to have the AI helping for a change.
  7. I've noticed this behavior with the face command as well. The unit goes to the back side of the AS away from the face command side. Try a target arc command in the direction you want them to face and see if that helps. They should setup on the proper side of the AS.
  8. (snip)The top picture shows the Churchill passing THROUGH the bocage due to AI pathfinding?(snip) Yes, passing through the bocage due to AI pathfinding. (snip)Then, you gave it some slow orders away from the anti-tank obstacles?(snip) No. The tank is finishing the original slow orders. At the start the tank was setting on the other side of the obstacles. I gave a series of slow way points along the edge to see if the tank could possibly slide pass the obstacle. What you see in the last picture is the way points that were on the other side of the obstacle, through which the tank could not pass, thus the AI made a new path around the obstacle to the first way point on that side and continued finishing the slow way points. I could have canceled those after passing through the bocage, but didn't want to mess up what the AI started. After all I was just watching to see what would happen, not playing the game at this point.
  9. I'm having a terrible time getting the pictures uploaded. Took 2 days to get this far. The actual order started on the other side of the hedgehog obstacles. You never know unless you try. Anyway, of course the AI plotted another route, like it does when you ask it to do something impossible. Curiosity got the best of me, so had to see where the AI was going to go. So put my game on pause and started hitting the go button. First we came to a low hedge with a small gap in it on the backside of one of those pole sheds. The Churchill VI went through the gap and under the shed. Then proceeded around to the bocage in the first photo, and then through the man size gap to finish up it's move in the last picture. I don't have a problem with any of this movement, as I've read on the forum where the British heavy tanks were able to go through the bocage. What I haven't tried is to actually plot the order to accomplish this type of behavior. Not sure it would be possible, but will need to try it out:)
  10. Maybe, but don't forget the "action" should be entertaining and fun to watch. You're already coming up with ideas to turn things to your advantage. Now we will see how it "plays" out.
  11. I've seen the wood bunkers get knocked out in less than a minute, and also seen them take over 10 minutes and almost all the HE and AP 75mm rounds to take them out. So peoples experience will vary widely. "Usually" you can kill the troops inside fairly quickly, always the exception though with all the variables present.
  12. It will be interesting to see how this works. One would think that the higher up the command chain the casualties are taken the more troops that would be affected. But then again maybe good leadership in the lower levels would temper the effect on the troops under their control. Wait and see I guess.
  13. How about Winnie-the-Pooh too?? Sounds like the first few minutes might make the force sizes fit the map a little better. Usually the only time one gets to watch things get blown up big time is against the AI, the players moral usually take a big hit along with the troops, thus all the attempts to make things "balanced and fair". There is a big possibility that you guys are going to put "fun" back into the "game" side of things. Looking forward to this DAR.
  14. Hister The men in the bunker can be dead, usually by the first minute. The bunker itself will not show as knocked out yet. What little testing I've done shows the 75mm knocks out the bunkers faster than the 95mm. The reason being they use AP rounds to do this. The 75mm has more AP rounds and will shoot them, where as the 95mm has very few Heat rounds and will shoot HE more often than not, thus taking longer to KO the bunker on average. The HE rounds will kill the men inside the bunker, but not the bunker itself usually.
  15. Just starting the first mission. Used target light from the 75 HE shooter for 3 minutes to see if they would suppress. Didn't so changed over to the target command. The occupants were dead in a few seconds and the bunker showed destroyed before the minute was up. So it seems that it just the row of the dice whether it will get destroyed or not. V2.01. So to prove anything some testing would have to be done.
  16. Avg: 38.029 - Min: 29 - Max: 44 Textures set to balanced. Avg: 39.522 - Min: 32 - Max: 48 Textures set to best. nvidia GTS 450 314.14 Drivers Get the same thing happening as well
  17. This mine is one of the mixed type, both anti-personnel and anti-tank. Marked mines only give infantry a better chance of passing through without hitting a mine, at slower movement rates. Marked mines does not give vehicles any advantage at all. From what I've been able to fine the green sign means all mines have been exploded. This must mean only the anti-personnel mines, since your tank hit one of the anti-tank mines. Whether this "green" sign is a bug that crept in when the mixed mines were added or not only the devs know. All the red signs for all three types of mines read the same, so there is no way of knowing what type of mines you are dealing with. So you would have to assume that any red, yellow or green sign is still a high chance for vehicles to cross. I don't know it this is the way it should be or not. It seems like in the CMx1 serious that the signs for the mines actually stated whether they were personnel or tank, but it's been a long time since I've had one of those games running.
  18. "Soldiers can spot anti-tank mines (in addition to anti-personnel mines)." Seems soldiers are able to spot both type of mines starting with the 1.01 patch. Though it seems to me that the only way I've ever found them is when they blow up something. I'll have to reload those saved games where I had trouble marking the mines and see if any of those showed up before blowing up.
  19. LVT Alligator? Why is it carrying the .303 MkVII ammo of the enemy instead of .30cal M2 ammo?
  20. If you watch the tracers you can tell when a mg is deployed or semi-deployed. Big difference. When semi-deployed the spray pattern is up into the air, thus most of the rounds over shoot the target as the barrel recoils up.
  21. I can't reproduce what you describe on Pete's map. The only thing that would happen sometimes is that a tank would make a circle right on the end of the bridge after crossing, but other than that they would go to the woods on either side. Sometimes the AI couldn't figure a route from the end of the bridge and would just stop there. I see you have added a row on land tiles on either end of the bridge, and it looks like you have raised the land elevation as well. I did the same thing with the land at the end of the bridge, but lowered the water to 18 in one tile and changed the land back to 19 leading up to the bridge. This got rid of the visual gap and smoothed out the bump in the ends of the bridge for the vehicles. I'm sure by now you have exited the game and restarted to see if that changes anything. After changing some things and loading the file the game froze up one time, but restarting cured that.
  22. I just ran all 3 tests. Turn based/Iron. The fortifications never appear for me. I ran all 3 tests for the full 30 minutes. Operating System: Windows 7 Professional 64-bit
  23. Actually you can set a mortar next to a house, or even a bridge and this will cause some blind spots for the Line of Fire some place on the map. One poster even mentioned under a tree, this I don't know about, since I've never tried it. So one has to take this into consideration when setting up on board mortars. Give them plenty of elbow room if you want them to be able to reach out a long way, or at least as far as the FO can spot.
  24. Hi Erwin Loaded up that scenario and had a look. Where do you have the mortars setup? I put one behind the church and the other a little further back behind the wall. I was able to get spots on the map which had no Line of Fire for both of them setup in this way. This means that the church steeple was blocking the line the shells would have to travel to get to the spot aimed at. This was during setup, when normally you can target anywhere on the map for the pre plan. So the game takes into account whether the shell can reach the spot aimed at or not and tells you at the aim point of the cursor. One would have to setup the mortars in a different spot to be able to target the whole map with the FO. The only place I got a no Line of Sight was over the TRP. Strange. I'm not sure what you mean they couldn't use their rifles. I ran it forward a minute and there were a couple of spotted units, which the FO could shoot his rifles at with the target command and of course area target worked where ever they had LOS.
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