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SteppenWolf

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Everything posted by SteppenWolf

  1. Engineers and Pioneers can clear them most effectively with demolition charges, the distance can be up to 25m. They either do this automatically or you can target a specific mine field like it is an enemy unit. It is also possible to clear mine fields by shellfire altough I never tried that, but it might be usefull when you're out of charges and some mines are a show stopper SteppenWolf
  2. My wishlist would be: 1. Units better placed in the setup phase of a random battle. Especially in big battles it takes some time to clean up 2. A 2-D map like alternative interface to issue orders. This would be also an easier to manage interface that allows IMHO very effective battle planing especially as a good map with heights allows much better planing of an approach. 3. An order of battle screen that allows to select units easily, especially if it would work with a 2-D map it would be very effective in issuing orders. 4. Not just lines, but markers where an unit actually stops. This would for example make it easier if many units travel along a road to keep a distance between units and to keep track. 5. I think many artillery weapons that need an LOS in combat mission in real live could be ordered to fire anywhere. There would be of cause a big accuracy penalty but that is the risk a commander can take or not. 6. A better hull down command for tanks. 7. A battle type where you actually get victory flags on the way if your units passed them and there are no enemy forces near by. Kinda like the "front line" decides if you hold flags behind it and the enemy holds flags in front of your line. That's actually it SteppenWolf
  3. I just tried some all inf. multiplayer battles, with my russian infantry storming a german occupied village. My solution was: I had got some artillery assets every time I played and I always started my assault after I had decent information about enemy defences. I looked for a way where I can get my infantry as close as possible without being seen and become targets. Inf. that gets hit bad doing buildup might be of no use later as they break easier. One I got my information about enemy defences I concentrated my artillery to the enemy's closest to my axis of assult. I made sure that the arty spotters had los and mg's and mortars where in position and cover arcs set. The secret of keeping your infantry happy is covery fire. Then came the big moment. I had to make it about 150m from my wood and tall pines positions into the town... I had 2 companies... and I commited 2 platoons from company A for additional cover fire... had one platoon of comaby A in reserve. Company B was supposed to lead the charge with 2 platoons for company B with regulars leading and a green platoon following the more experienced troops. After the artillery fire stoped I let the first 2 platoons of company B advance towards the house 150m away... I let the greens follow with a run into house one turn later. What can I say.... it worked... it wasn't a nice picture once the battle was over I was holding the victory location in the village center. Normaly I use more subtile tactics to get to my destination and after this bloodbath I think I will go back to those. Especially I think that a human more flexible player then the computer would have turned my victory into a big defeat by launching a coordinated counter attack. The company that rushed into town lost almost 30% of it's people, the green platoon was broken or in panic etc. Anyhow since computer counter attacks are mostly suicidal in nature it was no problem to hold the town. Anyhow this would be the results I would have expected in real live. So I don't think anything is broken. Inf. in CMBB is pretty close to real inf. and a big step forward if it comes to realism over super inf. in CMBO. Ekk...that's a long msg! Andy
  4. If I look at hour 3 bed room house and imagine a canister round flying through the living room window I can imagine them spreading through all 3 bed rooms easily. Except the defenders are smart enough to close the doors For churches, I would imagine that most churches have a lot of glass (like big windows etc.) and most of them is one big room. So I would guess for certain kind of rounds a church offers less cover then a nicely build heavy building? SteppenWolf.
  5. Yep, I'm using the 1.01 version. And I just had another game, 2 platoons of Pz IV moving forward with hunt, both in diamond formation, HQ being the trailing tank. They encounter some T-34... a small firefight happens 5 T-34 move to the tank graveyard but also one of my HQ units... the only unit lost in this standoff. I would just guess if I'm in a T 34 and I see 8 Pz IV point their guns at me I would shoot at the closest target, the leading tank, and not the trailing one except if I know the trailing tank has some special value (the HQ unit). So I'm still wondering... anyhow most of my crews now got a break to paint mascots on the tank turrets SteppenWolf
  6. After playing many games of CMBB I wonder if the AI targets HQ units with a preference, especially in tank battles. I had multiple games with tanks advancing in formations where the AI hat a LOS to all of the tanks in the platoon and it seems like the HQ tanks ended up as scaped metal first. This at a distance where my folks could hardly identify the enemy tanks. So does the AI know earlier then a human player about HQ units and targets them first? Due to their importance of cause it would make sense to target them once they are identified as HQ units but this would be rather difficult at tank battles that go over a distance, in most of the cases I saw 1000 to 1500m. So here I'm just wondering if my HQ units are simply followed by excessive bad luck and if I need to buy them a mascot or if all of this is happening on purpose While I'm at it, and maybe somebody from battlefront.com even reads this post: I play CM for some time now, actually since CBBO and I really enjoy it. Its for sure my favorite games. Anyhow by playing it I found 3 things I miss... 1. Would it be possible to click on a sport on the map and find out Distances, LOS and Hull Down status from this spot without actually moving a unit in it? I would guess a field commander could do some of it from a map in real battle situation. 2. I would like to see an end marker at the end of the plotted move. I mostly play with all paths on to see how my plan looks overall. If many units move on a road it's hard to figure out which unit actually stops where. 3. This one is an idea for the next CM, and I don't know if you already had this one. An option to issue orders in the 2D world, like a map with heights and military symbols. I like to watch the resolution of the battle in 3D but sometimes I just think that a map to give orders would be easier and allow more overview. Thanks for listening my to my ramblings SteppenWolf.
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