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BadgerDog

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Posts posted by BadgerDog

  1. I wish my drivers could pass their 1500 rounds of 7.92 ammo to their MG42 gunner instead of sitting with it on their lap... :D

    Combat Mission Battle for Normandy v1.10 features/changes

    <snip>

    * Halftrack gunners will "sit" when the vehicle buttons up.

    <snip>

    With the amount of changes, I think I'll wait to install it until my on-line playing partner and I are complete currents games. I don't want this to turn into a cluster f$$$ ... ;)

    Thanks BFC.. looking forward to this new adventure ... :)

    Regards,

    Doug

  2. Ammo sharing happens amongst units under a single HQ (usually platoon). Do the driver and the MG team share the same HQ? If so, then he should share the ammunition with the MG team as long as he is nearby.

    Not sure, but I'll check ..thanks .. :)

    The empty carrier is useless without it's gun platform and the driver of the carrier sitting with 1500 rounds of belted ammo on his lap he can't return to the carrier stores, or give to the gunner, is also useless, so I might as well "blow" the carrier and carry the ammo to the nearest MG42 team and see what happens.

    Pretty kludgey ... :D

    Regards,

    Doug

  3. A related question .... :)

    In a German half-track, the mounted MG42 is consuming ammo. I can see the counter going down as the gunner fires.

    It's getting really low, so I select the vehicle and click on 'acquire' to makes sure more ammo is available to the gunner of the mounted MG42.

    When I do that, it deducts the 7.92mm amount from the 'acquire' screen, but adds it to the left side of the display, under where there's currently the 9mm ammo display showing? It doesn't seem to increase the amount shown for the vehicle MG42 as it fires?

    What am I misunderstanding? :confused:

    Regards,

    Doug

  4. .... however your post has given me an idea to test, i'm going to recreate the situation and pull in the cover arc and see if the Stug will ignore the infantry but engage the tank even if the tank is not in the arc, it would be interesting to see if the tank commanders fear of being knocked out overides the arc order.

    Sorry, I didn't say it well, but that's what I meant. I would have created a very small arc of say 25 meters, then let them come on. If the enemy grunts saw me first, they'd open up. If not, there's a good chance the enemy armor would appear and I really don't know if the game AI would have the STUG open up first, or wait until being fired on by the enemy armor first. Good question ...

    Regards,

    Doug

  5. Now i'm not saying my opponent deliberately ran some infantry just ahead of his Sherman to trigger any tanks or guns, but it's the obvious tactic to use to exploit the lack of an armor cover arc, which means that now one of the most important aspects of defence has been neutralised.

    That's not gaming the game ... :)

    It's the correct tactic for tanks advancing, particularly down a defile such as a road.

    The golden rule for M4 era strategy under those specific circumstances would be to lead with infantry, including screening the flanks.

    In the game, I would have done exactly what you did, however maintained a tighter arc so my STUG wouldn't fire until inside that arc. I would have waited as long as I could until I saw armor, or until they opened up on me first.

    Just my two cents ... :D

    Regards,

    Doug

  6. Which IMO is fair enough, I am sure it happened in the real world....

    Not in the real world .. :D

    A standard frag grenade would not penetrate armor.... in fact, it won't even damage the track or bogie wheels on a Sherman M4.

    However, if the shrapnel hit an exposed CC in his open cupola and the rest of the crew abandoned the tank, I can see it being put out of action in the game, but then the tank should be able to be re-entered and used by the crew in the future.

    Regards,

    Doug

  7. Since the grenade was thrown from inside the geometry of the tank, I suspect we're seeing some bizarre byproduct of the overlapped units, not the typical effects of a grenade on a tank.

    When infantry attack a tank with grenades or satchel charges, they are assumed to be close assaulting the tank rather than just tossing explosives at it. Consequently, even a single grenade has a chance to disable a tank in that situation.

    Thanks I didn't know that.... :)

    I guess I'll start trying some Banzai charges against tanks just using hand grenades that I never even though about using as a game tactic before ... :D

    Regards,

    Doug

  8. 55+ years (well, OK, wargaming for maybe 42 years) for me, too, and this is the stuff I couldn't even begin to dream I'd have on my desktop all those years ago, when I squinted into those Panzerblitz counters and tried to imagine what a Tiger tank firing from hull-down must have looked like, outside of book photos, grainy newsreel footage, or fakey looking war movies.

    I started out at age 9-10 with the cardboard cut-out type games and have been playing everything from those, through RT video gaming and CM since its early days.

    I guess I've never grown up, but having spent 17 years in the military, I guess it's a by product of that .... :D

    Regards,

    Doug

  9. Need to get the armoured spotting, especially whilst buttoned sorted out, otherwise the Arnhem/Oosterbeck battles will be over pretty quick as the Para AT guns survived longer than two shots!

    +1

    When buttoned up in an M4 Sherman, it's virtually impossible to see a PanzerShrek/Bazooka hunkered down behind bushes or laying prone in grass... :D

    The quality of the cupola and periscope glass combined with view angles in using them, meant that anything under 25-50 yards was darn near impossible to see. It was so bad, we used to try and keep the cupola popped open a crack to view 360 over the glass. ;)

    It's the primary reason that we never moved in close quarters without infantry screening ...

    Anyway, it is a great game and I've learned to work round this issue, although it does suspend realism for me in doing it.

    Regards,

    Doug

  10. You'll find 3 maps for test : put them in your quick battle folder and choose meeting engagement.

    I made 2 quick battle maps that you can use if you choose attack scenario in a quick battle.

    I'd like to make other maps, but this time i'll take more time to have better ai plan and bigger maps. If i'm not too bad at this, i will maybe make scenarios, but i'm still learning.

    Hope this will help you, FÅ«rinkazan.

    Thanks... got them ...

    Do you mean put the 5 BTT files in my Quick Battle Maps folder, or my Scenarios folder?

    Regards,

    Doug

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