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RockinHarry

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Everything posted by RockinHarry

  1. Hm.... I like curves. So I´d likely go with T-34 (B/C) and Panther coming next maybe. As for ugliest there´s many, but this Vickers D3E1 is hard to beat admittedly. 😅
  2. In case yet someone else need these (small vs. same as dirt roads): https://www.dropbox.com/s/mge8nvhn4dzobhl/CM Footpath Editor small.zip?dl=0
  3. watched the first 5-10 minutes of it and just can.... looool 😂 Creators must be inspired by playing WoT I guess. Similar BS like White Tiger, the very "best" scenes from Fury and the likes. 😅 Watched T-34 on Amazon and was little entertained as well.
  4. Gorgeous! 😎 I´m not a Berliner, but think I recognise Görings´Reichsluftfahrt Ministry, Neue Reichskanzlei, the Stadtschloss and maybe some others (Brandenburg Gate etc).
  5. just a thanks to @Frenchy56 and @Lucky_Strike for these mods. 😎
  6. In more detail: 7.92mm s.S lead core standard until 1940 7.92mm S.m.E soft iron core introduced in 1940 and from 1942 about to replace the s.S production wise. Huge numbers of both remained standard use until end of the war.
  7. valid tactic. If encountering thinly armored vehicles they get used quite effectively at close ranges, up to ~300m IIRC.
  8. not quite so. For german 7.92mm, hardenend lead core was standard, while hardened steel core (not tungsten) the very coomon AP variant.
  9. Maybe it´s more of a theory vs. practice thing in wartime conditions. I at least found this excerpt very interesting, if not revealing. Infantry Combat Medics in Europe, 1944–45 (Tracy Shilcutt) Chapter 3, Combat Reality page 50 Doc, as his unit called him, pressed into the earth as he crawled toward a wounded rifleman. German bullets slashed overhead in the darkening battleground and when he finally reached his buddy he knew he would have to work blindly as snipers fired at any light. His initial assessment indicated that he was dealing with a chest wound. So without benefit of sight, Private T. William Bossidy thrust grimy hands inside his comrade’s shirt, following the sticky trail of welling blood to the torn cavity. He could do no more than sprinkle sulfa powder in the wound and staunch the flow of blood before moving on to help other casualties. Doc Bossidy had in fact no education in the medical arts; his journey to the front as a replacement aid man for the 2d Division reflects the often disjointed yet pragmatic ways in which the Army cared for its combat wounded. His schooling in the mysteries of Spam and eggs at Camp Pickett provided absurd preparation for the lifesaving duties facing him as a company aid man. As the struggle for Europe intensified, the flood of casualties demanded additional front line medical personnel. In response, the Army pulled Bossidy and others like him from kitchens and typewriters, tasking them first with litter bearer’s work. But as the American forces pushed toward the Siegfried Line attrition among company aid men forced the erstwhile cooks and clerks to move beyond transporting the wounded to treating their injured and dying comrades. Following cursory field explanations of bandaging and morphine injections, Bossidy donned the brassards of a front line company aid man. As an initial caregiver, his new duties seemed deceptively simplistic: control bleeding, minimize shock, manage pain. But as he tended to his fellow soldiers he realized how external forces profoundly complicated his seemingly straightforward job. Bossidy’s story, while distinctive in its details, reflects in its whole the chaotic world of each company aid man as he confronted his own unique circumstances. As the first medical contact for the wounded, aid men worked independently of the BAS medical soldiers, traveling with and living among the infantry platoons. Whether trained in the United States or, as in Bossidy’s case, simply initiated on the field, company aid men in European campaigns learned that Army doctrine and training scarcely prepared them for the horrific realities of war. Successful medics rapidly adapted to combat conditions, insuring their own survival as well as that of their comrades. Learning on the go and under fire, they abandoned or radically modified prescribed medical techniques, discovered ways to utilize the changing terrains for their own protection and for the safety of the wounded, and coped with unanticipated long-term problems. Endowed with a spirit of pragmatism, Doc Bossidy, and the thousands of “Docs” like him, performed their crucial role in the crusade to liberate Europe despite the inadequate, or even absent, training.
  10. Killing Adolf in 1933 at the latest. Repercussions..... hm.... chess would likely be still the most popular wargame nowadays.
  11. RL.... don´t really know TBH. Considering in game abstraction level it´s not of real concern I believe. It´s basic first aid measures and not brain surgery so I´d guess most things "should be" possible. something like that I´d guess. As is pulling some ammo, a weapon or binocular from dead bodies.
  12. No way. 😅 But why don´t they make something playable out of this one? https://store.steampowered.com/app/329620/Across_the_Rhine/ In 1995 I found this quite interesting and concept maybe ahead of time (like Three-Sixty Pacific´s "Patriot"). Microprose did a couple good things then, like Gunship and M1 Tank Platoon.
  13. Try this one (CMBN) with the do nothing method. 😬 https://www.thefewgoodmen.com/tsd3/combat-mission-battle-for-normandy/cm-battles-for-normandy/cmbn-v4-mg-vp-you-enter-germany-introduction/
  14. In some my latest winter map testing I found these little fires burning (from small arms fire hitting ground). Guess this shouldn´t occur on winter map, right? 🤨 It´s some the "grass" tiles all looking the same in "snow" ground condition. Eastern Europe, January 1945, Flurries, Freezing, Snow mission parms.
  15. erm...no actually. 😁 But nice seeing some the stuff is beeing used by couple of players. 😎 Despite some the doubts on the mod´s ingame effects.
  16. I believe in my case it all worked reliably cause my single FO had clear LOS to all support target zones. Might be I stumble into new issues when dealing with new scenario projects. But I take theses as guidelines: FO = LOS to all Support Targets. Guns/Batteries matching amount of Support targets. Guns having matching ammo types (Smoke or HE) and amount of them. Working C2 between all units involved might be another thing, but think I never run into issues for preplanned strikes. I also tend to keep support target zones small or even single action spot. I´ll see if this still all works out well next time.
  17. Hm... that´s what I wanted to say matching amount of fire missions with amount of available guns (batteries if they´re offmap). Having more fire missions (support targets) than adressable Arty units then leads to just the first fire mission(s) to be executed. Or maybe random selection from assigned targets. Never tried so I don´t know for sure. Game manual V4, P111 says they´re executed in order, but from my understanding the bombardment got to start in 1st turn. There´s no switch to other support targets in later turns. So just 1 gun (battery) can´t engage three support targets the same time. So in your example case you either need 3 offboard batteries (= 3 support targets) or some onboard assets. A combination like in my above example works too. Onboard guns can be adressed individually, while single guns from an offboard battery can be not. Yep, ammunition tactics is something I tend to fail at oftentimes as well. Just as I found out playing russians in CMRT now. lol 😆 If you lack support units for your main assault then things like that can happen. Or if not setting priorities selecting enemy targets. The friendly TacAI is rarely a partner that one can depend on in these cases. IIRC canadians all have motorized formations. That means any their vehicles contain loads of extra ammo for assigned weapon systems (small arms, AT, mortars etc). "Acquire" command comes handy, even during a running attack at times. But one can also bits of overload infantry with extra ammo before moving out to attack. That at the expense of tiring them quicker. Ammo can be acquired from vehicles directly or sometimes more conveniently from immobile ammo dumps when placing vehicles in "dismounted" state. So before deleting them from a selected OOB, check their loadouts first!
  18. Hm... that one asks for the "retreat" script to be used maybe. "Enemy AI" trigger zone combined with "retreat" order, when the canucks come too close. Or any the other orders, if one prefers more of a fighting withdrawal. I see some possibilities, without making it a too easy going for canadian human player.
  19. IIRC number of intended AI arty missions got to match with available AI artillery during 1st turn bombardments. Off map batteries as well count as onboard guns, although the AI can address the latter individually. In one my missions I had 5 bombardment targets (1x Smoke, 4x supress) with 2x offmap 105mm Arty batteries and 1x onmap Mortar Plt (3x 81mm) available. The single AI FO then assigned as follows: 1. Smoke, small target area = offmap 105mm Bty 2. Suppress, point target (1 AS) = single onboard 81mm mortar 3. Suppress, point target (1 AS) = single onboard 81mm mortar 4. Suppress, point target (1 AS) = single onboard 81mm mortar 5. Suppress, larger target area = offmap 105mm Bty The AI always uses this same assignment in every playthrough reliably. That´s also what I wanted it to do. The AI FO also had LOS to all 5 individual target zones. Can´t recall if this was of importance though. But it´s this FO that assigns all available Arty assets during initial turn (scenario author mode checked). One surely can derive a couple of rules from this setup, but I rather found it working through trial and error. Amount of adressable Arty vs. target zones plays an important role (unless one wants it all random), as is size of target zones and actual mission type (smoke, destroy, etc). Then ammo availability and intended effects likely comes next. If a FO´s soft factors are used for assignments, I don´t know. (likely not) Reinforcement method for Arty not to be used in 1st turn has been mentioned already.
  20. Here´s result of original download version of Dnieper Rising. At last the leaving foxholes issue wasn´t that big of an impact for final result. But not to advantage of german AI as well. Most my mortar barrage hit empty space and those german infantry leaving foxholes didn´t receive a direct hit. It was 3-4 infantry units and 1 HMG team. The latter simply moved over to a neighboring HMG foxholes. When I stormed that position, that single foxholes action spot contained 2 HMG teams and the HQ team. Did lots of maneuvering in this little mission, but at last bits of lost patience and tried the russian way. A reckless push on center farmhouses with all remaining force got the german AIP surrender at T31. https://i.imgur.com/MELE0dY.jpg
  21. the mysterious walls. Who hasn´t looked for them yet? 😁 Their 3D geometry seems buried with the games hardcoded data I´d guess. For whatever reason.
  22. can´t recreate in some quick test mission I made. So no idea why they chose that chicken thing. 😁 You got some PM.
  23. That´s what I seem to recall as well. Haven´t seen the issue since. Until now again (leave FH & evade toward enemy). In a quick test mission of mine I can´t recreate the issue though. Likely something very specific to that Dnieper Rising mission and hopefully false alarm otherwise.
  24. Not yet sure about this. Did anybody else see pixeltroopers again leaving foxholes after bits of receiving mortar bombardment? CMRT F&R V2.11 Thought that had been "fixed" some time ago. https://community.battlefront.com/topic/139255-scenarios-up/?do=findComment&comment=1872444
  25. Sooo.... now I´m about 1/4th into Dnjepr Rising. I´m somewhat slow on this one admittedly. Before I go into any details on my game play (un-russian like I´d guess), to something else. After bits of reconnoitering german positions I put some mortar barrage to where I decided would be my point of main effort lil later. So after the first bombs fell I was unpleasently surprised seeing some germans leaving their foxholes and partly moving toward my positions. Wasn´t even germans in the middle of my area fire target, but rather at periphery. Anybody else noticed this playing that mission? If it´s not some part of AI sripting involved (didn´t open mission in editor as of yet), it seems the old "leaving foxholes" issue has raised its ugly head again. IIRC this one was "fixed" with some the previous V4.x patches. Ideas anybody? .... CMRT + F&R V2.11
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