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Posts posted by BadgerDog
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I highly recommend doing that. I ran with the original game and the patch side by each for a while. One by one I migrated PBEM games over or played them on the original game if there was a problem.
So, on an Apple MacBook Pro, when I do the install, I tell it to put the Commonwealth install someplace else?
Thanks ..
Regards,
Doug
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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...
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
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See the readme. We definitely recommend removing mods, yes. They may not be compatible with v1.10.
If I just REMOVE the "Z" directory (saving it first), does that restore everything to clean state?
Thanks ..
Regards,
Doug
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Moon/BFC Should we remove all our mods before installing?
I second that question ... :confused:
I don't want to lose my current CMBN games in progress, or my mods in the "Z" directory....
Regards,
Doug
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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 ...
Regards,
Doug
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Follow up ...
If I dismount the driver and he runs to an infantry based MG42 with his 1500 rounds of 7.92 belted ammo, that apparently are now useless inside the carrier, can he re-supply that MG team with his ammo?
Thanks ...
Regards,
Doug
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In short, leave it alone. The gunner will sort it out himself.
So, just so I'm clear .... because I acquired the ammo while clicked on the vehicle itself, now my driver has a ton of 7.92 sitting on his lap which he can't either put back in the vehicle stores or pass it back to the MG42 gunner?
Regards,
Doug
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You can't, but since the vehicle's crew acquired the ammo, they may share it with themselves. I'll have to check on that.
edit: nope, that doesn't work.
Thanks ...
Manual needs a lot of work ...
Regards,
Doug
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Vehicle weapons use the ammo in the vehicle automatically. "Acquiring' is for taking ammo away from the vehicle.
Wonderful ...
Thanks ...
So, how do I put it back now?
Regards,
Doug
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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
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.... 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
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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 ...
Regards,
Doug
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Hi Badger I am not saying it will destroy a tank via armour penetration, As described by akd the grenade assault routine on the tank is designed to represent the soldiers ability to hurt / disable a tank by close assault.
Roger that ...
Regards,
Doug
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Which IMO is fair enough, I am sure it happened in the real world....
Not in the real world ..
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
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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 ...
Regards,
Doug
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So the answer is yes you can destroy your own tanks with your own grenades....
I don't understand how a standard fragmentation grenade can destroy a Panther tank with a detonation to frontal armor.
What am I missing? :confused:
Regards,
Doug
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Think I failed to use the ground effectively...
I know what you mean ....
The guns on the highest hill needed to be neutralized first, then the armor needs to take advantage of defiles, covered by screening infantry ....
Once into the built up areas, it got easier ....
Regards,
Doug
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Sorry George .... missed this post ....
I won and played the German side....
I used an aggressive attack posture and employed the ground to get to all the objectives before their reinforcements arrived ...
Regards,
Doug
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Darn... we are old ... :eek:
Regards,
Doug
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Well, if we're going to clarify , I started at age 5 (in 1958) with my older brother's army men.
Now that you mention it, I remember those green plastic ones too ...
They were advertised in comic books and I remember my mother buying a package of them for me.
Flashbacks .... :eek:
Regards,
Doug
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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 ....
Regards,
Doug
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From cardboard counters to this sim in 40+ years is a big deal to me.
Well said ...
55+ years for me ....
Regards,
Doug
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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...
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
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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
1.10 Patch and Ongoing PBEM Games
in Combat Mission Battle for Normandy
Posted
That's a really interesting idea.. I didn't know you could do that ...
Regards,
Doug