Jump to content

Brightblade

Members
  • Posts

    181
  • Joined

  • Last visited

    Never

Everything posted by Brightblade

  1. Originally posted by Walpurgis Night: It very likely is a bug. I think nobody really doubts that. But what is the meaning of your posting? If I move armor on wire lanes through woods or other impassable terrain, I can of course order them to stop them in the middle of it. Did I get something wrong?
  2. Originally posted by Michael Dorosh: Aside from some scenarios or operations maybe, the attacker won´t have any barbed wire at all. So this is virtually only important for the defender. You are right of course, where tanks from one side may pass, enemy tanks also may come through. But that provides that the enemy KNOWS that there is a way to pass. By this bug (?) the defender can gain from a very high amount of surprise as he can counterattack from a direction which was thought safe by the attacker. BTW, you need only one piece of barbed wire for 20m of impassable terrain. And the tanks are quite fast on it. In my quicktest a King Tiger passed 20m of barbwire placed lengthwise in some woods in about 30sec (with Move order). Probably it is a bug, but on the other hand it adds some more reality. Just as redwolf said, a defender who can dig in for defense can also make some parts of impassable terrain passable. However, in RL tanks don´t very much like to cross barbed wire. It entwines around the tracks and wheels and when there is enough of it (for modern tanks three barb wire barriers are assumed to be enough), it will immobilize the tank. Oh, trenches can be used for the same purpose, only the tanks are MUCH slower (less than 5m in 1min).
  3. It was only a movie file. Now I got the order file. I can´t draw a LOS to the abandoned halftrack, although the ATR hasn´t moved from his firing position. The LOS is blocked shortly after the first massive building.
  4. In a PBEM I just had a Russian ATR fire through several massive and light houses at German HT which was more than 500m away. Not only did the ATR hit the HT, it actually knocked it out. How can that be? Was Schwarzenegger´s Rail Gun from Eraser sent back in time, inclusive ammo and all penetrating sights? Did anyone else experience anything similar? [ February 21, 2003, 02:01 PM: Message edited by: Brightblade ]
  5. Is that enough of a proof? In English about: Pivoting on the spot: Select gear 1 - 3 pedal the clutch turn steering wheel left or right press big button on the change speed gearbox
  6. Same with me, 1.01 files can be used in 1.02 without any error messages (which wouldn´t be that bad), but it also seems like 1.02 files can be used in 1.01 without any error messages. To test that I started a PBEM with v1.02 and opened the files alternating on v1.01 and 1.02. No problems. What effects will that have in a real game? [ February 15, 2003, 06:42 AM: Message edited by: Brightblade ]
  7. It´s true that there wasn´t a fitting machine oil for fire arms in extreme cold. That´s why German soldiers were told to boil their weapons in hot water, removing even the slightest bit of oil. The wear on the moving parts was higher that way of course, but considered acceptable as else the weapons couldn´t be used at all.
  8. Originally posted by manchildstein II: In reality, no doubt. But in the game? Does anyone know for certain?
  9. I´m almost absolutely sure that the squad wasn´t in range. The BA? is >40m away through tall pines and as I said even behind a little rigdeline. Originally posted by wwb_99: Until the moment the crew bailed out, the BA? seemed to be unbuttoned as a head could be seen in the turret - which was still operating in this turn, shortly before the crew bailed out. I´m not entirely sure if this contradicts your hypothesis, but shouldn´t there have been some delay? Originally posted by Ace Pilot: The Fallschirmjäger squad still has both Panzerfausts and the grenade bundle they started with and threw only one hand grenade - after the BA? was abandoned, so I guess that alternative drops out.
  10. Really? I always thought ACs and HTs would be proof against infantry squad small arms... and the BA´s armour isn´t that thin, 9-15mm even a bit sloped. Much better than that of a HT... I know that in reality a K98 bullet or that of a MG34/42 was probably able to penetrate thin armour like this at short ranges (<100m), but I thought in CM they weren´t. And the BA was definitely out of reach. Even ricochets or spread seem to be very unlikely, given the general direction the squad was firing. [ February 11, 2003, 03:23 PM: Message edited by: Brightblade ]
  11. Just happened in a PBEM. The remains of two of my German platoons (Jäger and Fallschirmjäger) are fighting in a forest with probably two Russian platoons. Behind the forest are two light armoured vehicles, probably one BA and one M-17. They are out of reach of my infantry (out of LOS, even behind a small ridge). Suddenly the BA? crew bails out. Nothing fired at them, no explosive or hand grenade detonated near them. And one of my Fallschirmjäger squads is credited the kill. Why? They fired at a squad on two o´clock while the BA? stands on twelve o´clock. How can that be?
  12. I don´t know about a list of frequently used abbreviations in CM. Many of them are either used in real life too, mostly by the military, or in many other (strategy) games. TRP stands for Target Reference Point, a point on which all calculations for artillery fire has been done before and so it takes much less time to get fire there. There are also benefits for guns (towed as well as vehicle mounted) if they fire at a target near a TRP. I´m not sure which edition of CMBO you possess, European or US, I also don´t know if the US manual is the same as the European, but in the European manual there is an index included where TRP can be found and is explained.
  13. Is anyone out there who knows how operation results are calculated and can tell me? I tested an Advance operation. It wasn´t meant to be fair, I wanted to get through. Setup was long map, 800x4000m, 1600m battle window, 400m NML, night each other battle, Axis attacker, 10 battles of 10 turns each. Defender started with 20 Jumbo 76 and two rifle companies. There were reinforcements of together about 60 - 80 Jumbos and Easy8 plus some infantry. Attacker started with 20 Kingtigers, eight Jagdpanthers and two Fallschirmjäger companies, fully mechanised (24 SPW 251/1), no reinforcements. Recovery was excellent for both sides. I attacked versus the AI. After battle #6 my forces were at the other end of map. Losses then: Attacker: 46 casualties (25 KIA), 5 vehicles knocked out (1 KT, 2 JP, 2 SPW, none of it brew up), 391 men ok. Defender: 998 casualties (491 KIA), 1 captured, 14 mortars destroyed, 96 vehicles knocked out (only tanks), 5 men ok. Result: Axis Tactical Victory. How can that be? What is required to get a higher victory? Being even faster? Nearly impossible on this map. Killing even more? Maybe, some of the defenders reinforcement were scheduled for battle #8. Losing even less? When do you ever have such equipment as attacker? That´s absolutely unrealistic. Very confused, Brightblade [ February 04, 2003, 03:48 PM: Message edited by: Brightblade ]
  14. Originally posted by Dschugaschwili: That´s correct so far, but only for QBs. If you setup a scenario or operation, the unit costs are base costs. The percentage only indicates the rareness here.
  15. SC can also be Scout Car. It always depends on the context
  16. Problem with most German hydaulic supported turrets was that they only worked while the tanks didn´t move. It´s described in the Tigerfibel, there were even two gears, one for fast traversing, one for slow. But they don´t say anything about the actual rotation speed. When tank was moving, or if the hydraulic didn´t work, there were only the hand cranks. On the other hand, as German tanks had no gyro stabilizers, they stopped if they wanted to engage enemy tanks. Shots while the tank was moving were usually only meant to pin the enemy while the tank moved to the next cover or hull down position. So it would be better if tanks without gyro stabilizers wouldn´t fire at all while moving. About the King Tiger, I also read somewhere that its turret was quite fast. If the hydraulic was working. I don´t know why BFC decided that the KT has a slow turret in CM. Maybe this should somehow take into account the much longer time it took to traverse the turret manually, while moving or when the hydraulic wasn´t working. Maybe not. As it was stated several times in this forum that BFC didn´t tweak units to be more balanced but made them as realistic as they could, I assume that this possible answer can be excluded. [ February 03, 2003, 07:49 AM: Message edited by: Brightblade ]
  17. I support that. It would be much more realistic. Another good feature would be to allow the drivers of tanks with slow or very slow turrets to help the gunner, as it was done in real life. The driver turned the tank roughly in the direction of the target and the gunner would just have to do the fine adjustment. Where is the teamplay of tank crews in the game? There could also be differences depending on the experience...
  18. With being off target I didn´t mean the spread... The target pattern was quite dense, only about 200m to the right. Rockets´ spread is much higher, but I don´t know the exact numbers in CMBB yet. I´ll have to test that.
  19. Originally posted by Gaylord Focker: It´s Solamnic, a language on the world of Krynn, from the Dragonlance Saga. It is the motto of the Solamnic Knighthood and means "My honor is my life".
  20. A similar thing happenend with one of my German 150mm spotters in a QB on a pre-made map. He aimed past a dustcloud from a recently destroyed house, but I checked it several times, the LOS was green at the target. However the barrage fell at the correct range, only about 200m to the right. It was in a PBEM, so if the file is required I could send it.
  21. Did some little tests and it seems like there are fixed times for the different turret speeds: All vehicles tested had to turn for 180°, Allied as well as Axis. Turret speed, time required: very fast, 7 sec fast, 13 sec medium, 16 sec slow, 22 sec very slow 30 sec Of course I don´t know where BFC took the data from, but the time for very slow turrets is probably from the Tiger as it is known that it took 60 sec for 360° with hydraulic support. With the hand cranks, probably each gunner was different, depending on too many factors (fitness, strength, tiredness, etc.).
  22. deleted [ January 18, 2003, 07:35 AM: Message edited by: Brightblade ]
  23. Just if anyone cares: The T-34 fired its fifth shot and actually hit! This one hit was enough to eliminate the assault gun, probably a StuH because it didn´t fire again and a StuG would have reloaded much faster.
×
×
  • Create New...