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Dandelion

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  1. Sanok, This requires some explaining, but I think Intel and the others mean: Calculation is based on three factors, 1. Speed - which is given for each vehicle in meters per second (click the vehicle then push Enter for the info screen on the vehicle) 2. Order delay, which is evident on the unit interface. Once you give an order (just try it out by giving any order, you can always recall it) you will see a number of seconds "pause" on the interface - that's the order delay. Use these two to calculate how long it will take for your tank to reach a crest or summit. Thirdly, 3. The Pause order, giving 15 seconds extra pause every time you push the "p" key on your keyboard. With the pause order (all pauses are taken before any other given order is executed) you add time to the time calculated as per above. EX: A Pz IVH tank has a max speed of 24mph or 10,7 m/s. The distance to a crestline is 25 meters (distances can be checked using the LOS line). Thus it takes 2,3 seconds to reach it using the Fast command (max speed - presuming it is open terrain). The tank has an order delay of 9 seconds, meaning it will actually take 11,3 seconds to reach the crestline. If you give the order, it means your tank will be at the crestline for some 48,6 seconds during this turn. That's a wee bit too long for comfort. Rate of fire for a Pz IVH cannot be generally concluded, as there must be target acquiring and so forth, but 48,6 seconds is still too long. Beta says 10 seconds, I say 20-25 seconds - its really a matter of personal experience. You will recall that your next opportunity to give orders will be next turn, in which you will have the 11 second delay again before the tank starts to reverse. In the light of this, you only want a spare 9-14 seconds in this turn. So, you push the "p" key, 3 times for a total of 45 seconds of nothing. In effect, that means your tank will stand still for 45(pause)+11(delay) (=56) seconds, then start to move, reaching the crest on second 58,3 of that turn. It will probably not have time to acquire any target on the 2,7 seconds remaining, but you might get lucky. At any rate, as the next turn starts, you already know your tank is inevitably on the crest for 11 seconds (the delay), and that it has been there for 2,7 seconds already. So, if you feel lucky, give reverse order and push the "p" button once, if not don't push the "p" button. If you push it, the tank will pull back after 26 seconds into that turn, giving a total stay of 28.3 seconds on the crest. If not, its 11 and 13,3 respectively, a time schedule more akin to that recommended by Beta above. See, its easy really However: When using "hunt" order, maximum speed is not used (as presented in the info box), in the case of the Pz IVH as in the example above, speed goes down to 2-3 m/s in my experience. There is no chart displaying such changes of speed, nor any taking into account the effects of terrain and ground conditions, buttoned or unbuttoned. These are the experience factors described above. You'll have to either develop a feel for it, or make extensive field testing in the editor to make charts including these factors. On the other hand, when using "Hunt" and advancing up to a crestline, your chances of attaining 'hull down' are excellent, as the tank will stop at first glimt of the enemy (if not buttoned). In the tactics presented by Intel, he suggests - as I understand it - you use one vehicle as decoy at at least 45 degree angle away from your killer tank. This decoy vehicle will want to: 1. Appear in sight of the enemy before your killer tank does and 2. Disappear before the enemy can acquire him as target, normally some 2-3 seconds. Meaning normally that you don't want to wait out any order delay, but simply order it forward and then immediately to reverse (you can achieve a few seconds in enemy sights by ordering it a few meters "too far" forward before reversing), all timed so that when the decoy disappears from enemy sight, the killer tank appears, at some 45 degree angle (at least). Got it? And I still think 1:1 is a good enough ratio on a human opponent. Regards Dandelion
  2. ...and indeed the 79th "funnies" did lend their vehicles - notably the Crocodiles and AVREs - to the Yanks at numerous occasions from Normandy on, as the Americans seem to have grown really fond of them as support in bunker busting situations. Likewise, I know the US Long Toms did hard labour in numerous British operations (and a few defensive battles) as well. Not to mention how dependent on support services the minor allies were, such as Belgians, Dutch, Poles and, initially at least, the French. It strikes me now as I'm writing that I've never actually heard of any occasion where the British and Canadians fought alongside eachother in a tactical situation, save Dieppe and one occasion in Italy, and save the Canadian paras. Funny really, considering the amount of contemporary jokes based on frontline encounters between Canadians and Brits. But when playing QBs, make sure to find agreement with your opponent upon what type of situation to arrange. Points alone rarely make accurate balance in CMBO. You can buy ten trucks to face a single squad, have overwhelming point superiority and still lose if you know what I mean. Points are just indicators, that work best within a given context, agreed upon by the opponents. Speaking idiomatic English, what on earth is wrong with picking cherries anyway? They're lovely, sensual berries (well, not berries technically) and I suspect even the English with their... very excentric nutritional preferences might actually approve of them. I mean you people like plums, obviously, so why not cherries? Or is it merely the picking of cherries as such, that is revolting to you? Cherry oh Dandelion
  3. Pavlov, Do you hear that bell tolling? We want the mod over here... Regards Dandelion
  4. Hey Yankee Dog - Smurf. [The ConEU expression of 1975 vintage for people saying the same thing at the same time, you must now answer Smurf in order to be polite] Dandelion
  5. Tom I wouldn't know about gamey, as I don't play QB's, but a daring guess might be that it might be considered cherry picking, and perhaps unhistorical. Put briefly, why not? The MG42 presented very little improvement over the MG34. One might even say that the improvements were offset by the new drawbacks. The origin of the MG42 was a search for a cheaper, easier way of mass producing the MG34. That's why the MG42 is made of all steel plates, and small ones too (so that any smaller hardware company in Germany could help producing them, even using smaller machinery). During this development, some early MG34 problems were rectified, primarily issues with dirt reaching into the mechanism (an infantry issue), solved in the MG42 by the new housing (which is sort of square-ish and jointed with the main weapon body) and improved mechanism (well, simplified at least). The MG42 was also lighter, as there were no massive wood parts left on her. But on the other hand, the drastically increased rate of fire - which was already ridiculous with the MG34 - led to an equally drastic increase of weapon jamming (remember the aim had been to reduce occurence of jamming - previously dirt-caused jamming), increased occurence of the mechanism overheating (leading to uncontrolled fire), significantly decreased accuracy, increased munitions loads and very short lifespan of barrels. The latter itself forced the development of easy-to-change barrel systems. In the vehicular role, as well as the AA role, the MG34 did well (not much dirt there). Thus no need to replace it in these roles. In the aeroplane role however, the increased rate of fire of the MG42 was seen as desirable, thus we see the MG42 in several aircraft (until the 15mm and 20mm replace them along the whole line). Also, the German armed forces were continually expanding, from day one to Stunde Null, and thus no machineguns were ever likely to be recalled. Regards Dandelion
  6. Tom, 4. This being a matter of personal taste and habit, I find it extremely easy to use, but also (perhaps therefore) very rudimentary, thus cumbersome and tiring. Think Lego with very small pieces. 5. Quite possible. 6. As far as scouting goes, infantry rules supreme. Ability to scout in CMBO is determined by perception, or spotting ability. Units are rated in this capacity, and capacity is reduced when moving or when the unit is fatigued. Prince of spotters is the stationary infantryman, whereas there are no vehicles with credible spotting ability at all. Jeeps are useful for busing infantry scouts to and fro their OPs. Apart from that, the vehicle is for scouting what the bicycle was for the development of underwater warfare. Regards Dandelion
  7. Tom 1. In CMBO terms: The Jumbo has thicker frontal armour and slower speed than other M4A3 models (and is often called assault tank). Think battering ram. The M4A3E8 HVSS, or Easy Eight, is a normal M4A3 with HVSS (Horizontal Volute Spring System) suspension, enabling heavier armour without loss of speed. A very potent allround vehicle. But you missed a M4A3 variant 2. Er... well... er... 3. A proximity fuze shell. It's a type of (US) artillery shell equipped with a sort of sonar, a radio transmitter and receiver. The signal bumps when hitting a hard object, reflecting back to the shell, enabling the shell to 'know' its own altitude. Accordingly, it is possible to set the altitude it is to detonate on. VT means variable time as stated above. It had a minimum arming time of five seconds and a recommended one of fifteen, so it wasn't very useful for defensive purpouses, but extremely lethal against enemies moving in the open (such as forces assemblying for attack). Similar effects were obtained using timed fuzes, an area in which the germans excelled (as they had no vt), obtaining (according to Weseley) the same reliability and effect as US VT munitions. This is however not reflected in CMBO. the idea is of course to have the shell detonate in the air. The 'basic' shell has a quick fuze, i.e. it explodes when hitting something hard (the ground, but at least in case of mortar munitions also treetops). The result is a surface detonation. Using a delay fuze, detonating after impact, can achieve either an airburst as the shell bounces up in the air again, or a penetration detonation as the shell buries into the ground. The former efficient against moving units, the latter against fortifications. The possibilities of either is of course determined by ground conditions. Regards Dandelion
  8. Lee was among us and Mattias I recall, and Andreas even got promotion. Enlisting in the Forum requires nothing at all except your absolute devotion. Soldaten wohnen Auf der Kantonen Vom Cap bis Couch Behar. John D's a bit heavy on the Whiskey I fear And Jon S is always looking for a smoke. But Michael always grabs them both by the ear And says the Forum can't be allowed to croke Soldaten wohnen Auf den Karionen Vom Lap bis Couch Behar, Wenn es mol regnete Now Flame is all gone and Kip has disappeared And when did anyone last hear from Justin? Alas, its not as desolate as one might have feared As the Forum is again out there recruiting. Soldaten wohnen Auf den Kanoren Vom Cop bis Couch Behar Welcome aboard Tom Cheerio Dandelion
  9. Lazysack, Problem? 1:1 on average in duel situations is good, means you're doing fine. Cheerio Dandelion
  10. Speaking unit designations, does anybody know of a list of official UK abbreviations for unit names? I understand there was a specific official way to abbreviate the various kilometerlong names of British and Canadian units. Also, at the Imperial War Museum there was a list of the geographical recruiting areas of British units. Anybody know of any such for British, Canadian and US units published on the internet? Cheerio D
  11. Well, maybe the crewmen heard your Kraut comments and decided to let you fight your own battles? It would be really interesting if it really was engine breakdown. Or if they could throw tracks. That would be a very neat feature. But like the others, I have never seen it happend. Haven't fielded very many King Tigers, but Panthers had severe engine problems also, even later models, and I've fielded many of them. I guess I would have noticed if the engines suddenly started to burn. Moon, what's the key on engine breakdowns in CM? Cheerio Dandelion [ July 27, 2003, 09:18 PM: Message edited by: Dandelion ]
  12. Could be a mine too. If there was a bang I mean? Or mayhap a lower calibre antitank gun, like a 57mm, firing undetected? What kind of noise was it? What's the ground conditions? Regards Dandelion
  13. The K.St.N. list it as such. The Zugführer himself is always listed separately. Infantry platoon hq, K.St.N.131c (early type, there are more than 24 types). 4 people. Führer des Zugtrupps und stellv.Zg.Führ, 3 Melders. Melders have carbines, squadleader only pistol (later issued smg). Airborne platoon hq, K.St.N.131c (LL). 4 people. Führer des Zugtrupps und stellv.Zugführer, 3 Melder. All issued carbines. Panzergrenadier platoon hq, K.St.N.1114. 4 people. Squadleader (again also deputy platoon CO), two Melders of which one motorcycle trained (and borne) and one vehicle driver (with vehicle). Motorised infantry platoon hq (of motorised divisions, not Panzer divisions), K.St.N.138c. 6 people. The squadleader, 4 melders (one m/c) and a Krankenträger. K.St.N.132d, Gebirgsjäger Zugtrupp lists the Führer des Zugtrupps (auch stellv. Zg.F.) and 5 melders and a sanitätssoldat. Melders have carbines, officers pistols and smg's. The medic has only a pistol. And so on. There are plenty variations. E.g. the Gebirgsjägerpionierzug Zugtrupp list 8 people: Tz.b.V., Schirrmeister, 4 Melder, Pferdewärter, Sanitätssoldat. The "extra" (not squad organic) lmg's, antitank weaponry and such is listed as "gerät ohne personal". These pieces are usually equipping the Zugtrupps in CMBO, or issued as separate weapon teams (PzSchr). Which is a reasonable solution I think. Incidentally, the "Stab" of a company is actually called Kompanietrupp. All of this easily obtainable via the Bundesarchiv, and I would guess also via the USNA and the Public Record Office in Bath. I'd give you the microfilm number (it appears that at least the BA and NA uses the same numbers), but I didn't write it down when I obtained the files myself some ten years ago, and back then it wasn't stamped on the copies. Anyway, should be no problem even without it. Cheerio Dandelion
  14. Zugtrupp. Its apparently called Zugtrupp. The infantry platoon hq squad I mean. /D
  15. Ah yes, Pål, how uncouth of me to forget. Fought with the allies then did you? Regards Dandelion
  16. Hey. That sounds really useful! I think I will. Download it I mean, and play around with it until the CMBO version comes. Didn't know it was used in CMMC. That'll be CMMC II then? You're not the old hand that did COCAT are you? Regards Dandelion
  17. I read it, but I still don't get it. Everyone in the thread seem already acquainted with Mapping Mission. What does it do? Export maps out of CM (to..?) or into CM (from..?)? Or does it enable me to export and import maps between different scenarios in CM? Regards Dandelion
  18. Puzzles me why Admin hasn't moved this thread to the CMBB forum, where it would certainly have the highest of re-use values. At least IMHO. Are there any equivalent poolings of knowledge on Western Front operations, with a scenario designer perspective, anyone? Regards Dandelion
  19. Puzzles me why Admin hasn't moved this thread to the CMBB forum, where it would certainly have the highest of re-use values. At least IMHO. Are there any equivalent poolings of knowledge on Western Front operations, with a scenario designer perspective, anyone? Regards Dandelion
  20. Could be. I interpreted it as the dot replacing the imperial circle for Stammeinheiten, with the square simply falling out of use. Could be that both fell out of use and appearance of the dot in WWII is simply grammar. /D
  21. ßurely, you mean letß get our Pickelhauben? Because My Haube, it has a Pickel, A Pickel has my Haube. And had it not a Pickel, it would not be my Haube. Jon, where lies Venus?
  22. Being no expert, I use sneak when I wish the men to advance cautiously and engage spotted enemies. The typical situation being the advance on an objective whith suspected enemy positions, or other situations of extreme exposure, such as advancing down streets. Sneak is sustainable, it does not wear the men down and is also not really very much slower than ordinary move commands - at least in lighter terrains. The rapid return of fire made possible by sneak reduces the threat of ambush - but of course does not eliminate it entirely. I rarely use any other mode of movement in a combat situation, though occasionally one has to run for it. Seems to me that everytime I decide to run, I run into ambush and the ?¤!*^& men won't stop and drop, but simply charge right into the fire. I couldn't swear on it, but I don't think the men even return fire when crawling, let alone engage spotted enemies. So they'll crawl right on even if fired upon (I believe). I use crawl when I don't want to be spotted. Crawling exhausts the men and is of course very slow going. So I use it when moving into covert positions mostly, or when trying to depart extremely discreetly. Regards Dandelion
  23. That actually is progress Firefly Jerry is, I find, the equivalent of Ami, just a shorter form of a correct name. While there are regional, cultural and religious conflict within Germany, and always has been, creating an impressive array of insults to be used against even the most minute of groups, German lacks a collective insulting term for Germans as a whole. Like e.g. "Boche". That's even including Austrian German, with "Piefke" - the general derogatory term for German - implicitly excluding Bavarians. What do the Americans from the South, who are sensitive to the outcome of the uncivil war, want to be called then? Regards Dandelion
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