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General Jack Ripper

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Posts posted by General Jack Ripper

  1. 4 hours ago, Holien said:

    What I have found photo wise is some of the games I ran where I had a bit more time, this is an image of the small scale Sealion game I ran in June 2009, it is a map and counter game where the players do not get to see the master map and the umpires move the units based upon the player orders.

    Once upon a time I thought of proposing a game using a thread posted in the GDF as a way to allow the forum to participate in such a scheme, but forum games are against the rules, so there went that idea.

    I do like the method of not allowing the players to see the real dispositions, whereupon they must rely on their own observations, reports generated by the game master, and their own notes to generate their operational plan. It's a great way to enforce a fog of war.

  2. On 4/13/2020 at 3:39 PM, semmes said:

    When are we getting the patch to make non-AI casualties actually random ?

    Casualties are not random. Soldiers armed with automatic weapons are a higher priority for the TACAI to shoot. Leaders armed with SMG's and Gunners armed with LMG's stick out like a big neon sign saying 'Kill This Man First'.

    The only way to mitigate leader casualties is to not expose them to so much fire. I usually split off an Assault Team from each squad as a way to protect the squad leader until use of their SMG and grenades becomes necessary. Otherwise they sit out of SMG range and use their binos while the team's rifles do the shooting.

  3. On 4/14/2020 at 12:29 PM, umlaut said:

    I dont think I have said that there was no contact marker for the tank. I have just checked - and the sikhs had it all through that turn.

    Four pages later this key piece of information finally becomes available, after having literally everyone make false assumptions about it for a month.

    The troops DID have contact with the tank! THEY KNEW IT WAS THERE!
    Now we know there was some other mitigating factor for spotting, such as the unnecessary 360 degree target arc, or the presence of foliage, smoke, dust, etc.

    See? We're finally making progress towards figuring this out. It only took a month and a half. It turns out your troops are not blind, or deaf.

     

    Quote

    Sometimes there seems to be something seriously wrong with spotting in this game.

    These two Sikhs walk right up to a firing german tank - without ever noticing it!

    Except they DID notice it, they had a contact marker the entire time!

    /thread

     

    Call me rude all you want, but I was correct about the lack of info, and the OP's inability or unwillingness to provide it.

  4. On 4/13/2016 at 6:24 PM, Bulletpoint said:

    However, I still find the game pretty lacking in ways to realistically use grenades to clear out buildings like you describe.

    The only time you need to do this is if something goes wrong. Generally speaking heavy suppressive fires will cause the enemy to exit the building unless they are fanatics.

     

    In 'Hell in the Hedgerows' I did successfully order a clearing of a defended building with grenades because my suppressive fire was unable to penetrate the building and pin the defenders.

    All I did was split an Assault Team and order them to quick move into the house. I judged the enemy team to be sufficiently distracted to allow the maneuver with few casualties. They paused several times to shoot, stopped right outside the front door, threw a couple grenades, and went into the house blowing away anything remaining. It was over in a few seconds.

    The relevant turn is time-stamped below:

     

    The assault team did become pinned by my covering fire, but by approaching from an angle they were spared the full effect of it until they were inside the house.

    Further down the street I attempted the same maneuver simultaneously to little effect. I did flush the enemy out of the building, but my squad took a casualty and also retreated. Clearing a house with grenade assault is a very dangerous thing to do no matter how you go about it.

    That being said, I would absolutely love a Target Grenade command not necessarily for clearing houses, but because at very close range I would like to deliberately area fire onto terrain with grenades say from behind a wall or behind a hedgerow.

  5. On 4/12/2020 at 5:35 AM, Bulletpoint said:

    I haven't noticed any difference in lethality between paved surface and forest etc. Actually the example I mentioned with the grenade that went off between the feet of a standing soldier happened on paved ground.

    With any explosive in the game there is a degree of randomness.

    Steve explained it once as a [paraphrased] 'Chance to Hit' divided by 'Distance' divided by 'Terrain'. So it's still a dice roll, but if the grenade goes off at your feet, you've got maybe a less than .01% chance.

    I think what you ought to do is go shake that pixeltruppen's hand and congratulate him for being the single luckiest SOB in all of Combat Mission history.

  6. On 4/9/2020 at 12:22 PM, arpella72 said:

    Anybody have even made a test?

    I haven't made a specific test for grenades, but I have used hundreds while playing various scenarios.

    I think what we get with grenades is deliberately toned down from what I've seen in live videos as far as blast effect. Grenades 'pop' more than they 'bang'.

    That being said, there are instances of single grenades inflicting many casualties I could count on more than one hand. It really seems to matter what type of terrain you are throwing into, what model of grenade, and how many are thrown. Throw grenades onto a paved surface and men will fall like bowling pins. Throw them into thick woods terrain and you'll likely not even cause a severe casualty. Positioning also matters a great deal, being in defilade from a bursting grenade (even the smallest amount of slope or obstruction) seems to offer great protection.

    The experience level of your troops also seems to have a determining factor on how accurate a throw is. I've seen Crack troops throw grenades and bullseye individual foxholes or men, and I've seen Regulars scatter them all over the landscape like drunken lawn darts to little effect.

     

    On 4/9/2020 at 7:47 PM, JoMc67 said:

    Whatever the actual effectiveness for Grenades, I just wish the amount of Grenades thrown per FireTeam/Squad (per Turn) would be a little less.

    This.

    It would be nice to have a 'Target Grenade' order, but we all want commands we likely won't see. At least I'd like to see less than 100% of a Team throwing grenades all at once.

  7. On 4/10/2020 at 3:00 PM, Sgt.Squarehead said:

    What we really need are Mine-Roller/Plough/Bulldozer-Tanks.....In ALL of the CM titles!  ;)

    @Battlefront.com  Please!  :P

    Or at the very least, the Stryker engineering vehicle already in the game should have a mine-clearing dozer blade, LIKE IT DOES IN REAL LIFE.

    Stryker_ESV_front_q.jpg

    You could even use the existing mine clearance command from the sherman crab, just without the chain flails.

    It can't be that difficult, can it?

  8. On 4/10/2020 at 4:06 AM, Capt. Toleran said:

    Given there is a known issue with these mines, which were never there in the original, and apparently unremovable by the breach teams (at least my teams wouldn't blast them away), why are they in there?

    The original mission in CMSF1 mentioned a minefield, but there were no landmines in the game.

    Seems logical to add them into the mission now they are available.

    Quote

    "Ok, we cleared some lanes in the mines, finally.... No, don't go over there.." BLAM!  "No, don't back away into them.." BLAM!  Not a great way to show off the new engine to those of us who have been along for the ride and invested early since CMBO days.  Why not just take them out of the campaign mission?  Am I missing something?

    A clear lane through the mines is designed into the mission. You need only detect all of the mines with your engineers.

    The mines themselves are antitank mines, and pose no threat to your troops, feel free to walk around the area and find them all. Once you've found them, run your vehicles through the gap single file.

    See below. My engineers begin their work at 5:00.

     

  9. 4 hours ago, umlaut said:

    It seems to me that you belong to the tiny group of forumites who percieve even the slightest indication of criticism of the game as some sort of heresy.

    Nonsense.

    All I'm asking is that you TRY to report an issue in a way in which we can all clearly see and understand what's going on.

    I guess you'd rather be cryptic and indecipherable, to the detriment of all.

    Thanks for the help.

    18 hours ago, Freyberg said:

    You have no manners.

    I bet you're rude to waitresses too.

    Has our understanding of the problem being reported advanced in any way since the original post?

    No?

    Then nothing of consequence has happened in this thread. Thanks for the waste of time.

  10. On 4/6/2020 at 11:13 AM, com-intern said:

    Correct me if I'm wrong, but I didn't think the AI had any advanced capability like what you are describing?

    My understanding is that contact markers are only used by the AI to increase the chance to spot targets (and sometimes to fire on) but they have no sense of how they fit within the environment at all. The AI would never know if they are entering a kill zone because the AI has no ability to understand what a kill zone is. That is exclusively the domain of the player.

    But the presence of contact markers can at least inform the TACAI that SOMETHING is over there.

    A "kill zone" might be a bit complicated, but "possible enemy presence" is not.

  11. On 4/5/2020 at 5:40 PM, Erwin said:

    Regardless of smoke, unit should still be able to hear the tank (and therefore know that it's there)..  

    Well, we have no idea if there was a contact marker or not given the sad lack of video coverage.

     

    On 4/5/2020 at 12:30 PM, umlaut said:

    My apologies. I´d completely forgotten that I wasn´t a certified bug reporter. Next time something like this happens, I´ll just keep it to myself.

    If you want issues like this to be investigated and taken seriously, you might want to take your reporting of them a little more seriously.

    You could at least include a save game. I mean, the absolute basic level of effort might pay off, if you did anything with it.

    Otherwise, yes. You should keep it to yourself because you are doing absolutely nothing of consequence.

  12. On 4/5/2020 at 10:56 AM, Erwin said:

    Wasn't sure what you meant...  Most crews won't have rifle or MG ammo, but they still will pick up rifles and MG's in the same way they PU SMG's.  The ammo will come from the unit they are giving medical aid to.  (I cannot recall if I ever saw a crew PU a weapon and still have no ammo for that weapon.)

    Yes, but for SMG's in particular things seem quite different. Most vehicle crews I use as medics already have a carbine or rifle.

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