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[MyIS] Buffpuff

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Posts posted by [MyIS] Buffpuff

  1. 24 minutes ago, CCIP said:

    Thank you for the advice! :) 

    Yes, I was just doing some reading on infantry fighting in Normandy, and then it dawned on me that things I was finding frustrating in game were exactly what was frustrating actual Allied commanders in the field. For example, the fact that I had to either deal with troops running out in the open and getting cut down by machineguns, OR getting pinned down in the worst possible spot until mortars started falling - apparently that was exactly what kept happening with American troops, especially inexperienced ones, with German tactics deliberately playing on that tendency. 

    I guess the other side is that I noticed that some of the older scenarios were probably built and tested before MG effectiveness was beefed up, so I do bump into some real deathtraps every once in a while. 

    But I guess I need to learn a bit more patience, and find where I can get more smoke to cover my advances!

    I was surprised no one had mentioned smoke missions but you're thinking in the right place. As others have stated going from cover to cover is one way. A lot really depends on what you have to work with. Tanks are great to snuff these guys but then you still need to think cover. A nasty MG position begs for a tank to target and destroy but if you can have your tank shoot from cover DO it. I have rushed a tank to a firing position to address an MG without a proper infantry screen and paid the price with a dead tank from an unspotted AT gun or enemy tank. Artillery begs the question of how much you have. Got some 60mm or 81mm mortars with plenty of ammo waiting for a mission? Might not be a bad idea for a light rof, light duration point target mission to make that MG unhappy while you try to advance on the flanks. 

     

    Since you sound like you're rusty I'm interested to hear what you're struggling with on an infantry level. I've finally plunged into scenario making and have rough drafted a mini campaign based on infantry tactics as the basis for the campaign. I'm working on a scenario with a frontal attack using infantry only (no tanks, heavy weapons, artillery) but batting ideas around my head for what other infantry only tactics could use some "love". 

  2. 1 minute ago, landser said:

    I'm currently playing A Bloody Ride as well. I'm on the La Charlemenerie battle, and ironically enough just took serious casualties from an enemy barrage, but it was huge caliber stuff. Is there a way to know what caliber it was? I guess only by opening the battle in the editor? Good campaign anyway. And in this battle I experienced the longest delay time I've seen. Even using an F/O it was a 21 minute wait from some 210mm with a red circle .

    Good job on that mission, that should be Beau Guillot. It's a great mission because it puts a premium on covering/suppressive fire and urgent maneuver.  When you first see all of that open ground you might be tempted to think, now how will I get all the way over there? But sounds like you did a good job of unlocking it.

    And while I am rambling off topic and you mentioned spacing... is there a mod that changes the spacing of individual soldiers within a squad?  There isn't a whole lot I would like to change about CM, but combat spacing is surely one of them. Spread out!, or you'll get yourselves all killed. Seeing my pixeltruppen all lined up shoulder to shoulder waiting for a mortar round to drop among them is going to drive me loopy :)

    Without looking at the editor I'm going to assume 120mm Mortar for La Charlemenerie battle. I too took a heavy barrage of that stuff and even spread out it decimated a whole platoon I had (thank goodness there are plenty of reinforcements). I didn't look at the FO time for the 210mm stuff. I used every bit of that in a preparatory barrage (timed it out for 15 minutes) aimed for the crossroads objective. I forgot to check at the end of the battle what impact it had but it was beautiful to see that making huge craters in what I hoped were enemy positions (didn't kill the AT gun or amazingly enough an enemy FO that was literally looking straight down the road at the crossroads to my avenue). I figured the delay would be huge for the 210mm and you just confirmed that (21 minutes is a LONG TIME).

  3. 30 minutes ago, landser said:

    Not at all.  Combat Mission difficulty levels have less practical effect on gameplay than probably any game I can think of at the moment. It could be argued that Veteran is more difficult for the human player than Iron. And here's why... The only real effects it has in my view are the call-down time on artillery and air support, enemy unit info, and the time it takes for buddy aid. Ignoring the Basic Training level, which I have not played, in practical terms I find that playing Warrior or above, with the longer support delay, means it is easier to avoid getting caught in an AI artillery barrage.

    Of course your artillery takes as long, but in the vast majority of missions and especially campaigns, the player is in some form of attack. Your forces are on the move, the AI in defensive positions is not.  I am sure that I would take more casualties due to enemy artillery in Veteran than I would in Warrior. You just simply have less time to move out from under the impending strike.

    To be fair, Battlefront doesn't call the various setting difficulty levels, but skill levels. And they aren't intended to make the game more difficult per se, but to limit the info the player has as to the enemy units he is in contact with. Even so, this has little practical effect in my opinion, especially if you click on the unit, or pay close attention. It's true you won't have detailed info on which individual soldiers in an enemy unit you have incapacitated, or instant identification of unit type, but in actual gameplay I find it really makes little difference.

    I currently have campaigns going in Warrior and Iron levels. The main difference in Iron is " Friendly units must be spotted, just like enemy units". Before I played my first Iron campaign I thought this would make it more challenging. Well, I really didn't know what it would do in terms of my decision making, tactics and so on. But having played a number of campaigns in Iron I've come to feel it really doesn't make any difference at all. For me, it's more a difference of how readily visible enemy unit info is, and less about how much info there is, though in strict terms there is less information in the higher settings. The question is, how much does this affect how you play?

    For me I tend to go with Warrior most of the time, but I believe there must be some sort of advantage to the player in Iron, I just haven't worked it out in practical terms.

     

    '

    Well considering that I 99.9 percent play on Veteran level I can understand why I get kablam'd by artillery. I'm getting better at spotting rounds but I, on more than one occasion, have been suckered by hearing an on-map mortar "whoomp" followed by an explosion well away from what I believe the friendly unit is and then moments later a HUGE mortar barrage has ravaged everything within a 100m radius. I'm thinking I have another 30-60 seconds before that on-map mortar dials me in and I keep the units there with a quick move order later in the turn and then it's all over but the body parts. A Bloody Ride campaign comes to mind with that one. I found out (the hard way) to keep your units well spaced apart and on the move or suffer the consequences. The only problem is if you space out your units too far apart then they can't cover their teammates. I guess finding that balance of too close but far enough way to cover the friendlies is where I'm at on a skill level. I'm a firm believer in what many have said in these forums in the game, itself, is easy to play but very difficult to master.

     

    *** SPOILER ALERT *** (Not sure how to do the hiding text thing)

    I feel like I'm getting better as I just started Road to Montebourg again and I pulled a first for the "Get off the Beach" mission. In the past those wooden bunkers along with troops in the trenches and hedgerow would just rip my advancing troops. I was making dumb mistakes like keeping my squads intact (not splitting), not utilizing my medium/heavy machineguns, using artillery as a last resort. This go around I heavily utilized a preparatory artillery barage on my intended entry area (left side) by setting up 30m line missions on the hedgerow with the 60mm mortars and a smoke mission with the 81mm mortars. Every unit I had I placed below the initial ridge in the setup area with the exception of my XO team. Armed with binoculars I set him on the ridge line to be my lone spotter and target practice if there was to be such. He did a good job in spotting one wooden bunker and 1 unit in the hedgrerows and was target practice until the 60mm mortars started falling in earnest. The smoke landed on the avenue to make it difficult for the bunker to target a good chunk of my first contact line and I managed to rush a split platoon (9 units) and all 4 machine guns to a good position on the first line to start putting some pressure on the wooden bunker. Unknown to me at the time but the artillery prep on the beginning shell shocked every German unit on the hedgerow line. With a full platoon and 4 MGs in good firing positions and somewhat protected by the terrain (utilizing camera 1 was crucial and I hadn't done this consistently before-hand) I had one MG open up the hedgerow line closest to the buildings on the left side. I had thankfully moved the TRP in the setup to that left side in case I needed a quick reaction. The MG gave me an opportunity to use that and with a 1 min response time I setup a light fire light duration 60mm artillery mission. I trained 2 heavy MG's and 2 BAR carrying squad units of 1st platoon to target the MG with area fire. I don't think I've ever had an artillery mission go so well before. It was quick, it was accurate, and it did what I wanted in that it caused his already suppressed state to pin him and cause casualties and knock out the MG. I kept plugging away at the wooden bunker and when another bunker showed up after the smoke screen cleared I split MG fire and BAR carrying squads to start hitting it. Moved up 2nd platoon to firing positions and MG42 infantry showed up in the trench line. Another TRP mission with an 81mm mortar barrage (light fire, light duration) that hit in 2 minutes and that guy ran for the woods once the 81's started raining around and on top of him. Took out the MG wooden bunker and that left one bunker with 3 MP40 Germans in it. With no MG fire coming from that bunker I advanced using two platoons to overwatch and one to advance. And I just kept leap frogging until I reached the hedgerow line. I was expecting a big fight but here's where I learned how effective the preparatory barrage was. Not a single German unit was waiting in that hedgerow. I cleared out the area and occupied the objective killing what stragglers were left in the occupy area and the buildings. The urge to clear the trench lines was great and despite having 15 minutes left in the mission I had accomplished what I believed the mission objectives were. I waited 5 minutes and it got eerily quiet while my men searched for something to shoot at. One German unit in a foxhole behind the occupied zone showed his head but it was quickly severed. Feeling the urge to get antsy and go searching in the woods for sound contacts I resisted the temptation and hit cease fire. The results? Major victory. Accomplished every objective minus the suspected minefield area (I'm guessing that was a touch terrain object). I had 0 casualties and 2 wounded. I don't think I've ever had that happen before (no casualties). And when the mission ended I said to myself "Did I just do that with no quit and load a previous turn" (Yup).

  4. 24 minutes ago, MOS:96B2P said:

    For what it is worth here is my current Flail Tank Drill: 

    1. Provide security for the flail tank. 

    2. Ensure at least two open A/S between infantry and flail area.

    3. Consider having the flail tank Pop Smoke1.

    4. Give flail tank Clear Mines2 order through the suspected minefield.

    5. A path should be created of green signs with a white X. All mines detonated.  

    Notes: 1) Wait until next turn for smoke to develop before advancing. A US Sherman Crab can Pop Smoke 3 times.  2) The Clear Mines order will auto button tank & rotate turret to the rear. This order can be activated anywhere, anytime.

    Combat%20Engineer%20Course%20Minefield%2

    Some general notes as I understand minefields.  Any advice or corrections are welcome. 

    Engineers can Mark Mines in the same action spot as the mines or from an adjacent action spot. 

    If engineers Mark Mines from an adjacent action spot they will crawl into the mine A/S when mine marking is completed.

    The more eyes in an engineer team the easier to spot mines.  (5 man team finds mines easier than a 2 man team)  I think.

    Veteran engineers, that are not suppressed, can mark one minefield action spot in 2-3 minutes.

    Engineers can most reliably and safely locate unidentified minefields using the Slow command.  

    Marking a minefield substantially reduces the chance of triggering a mine for infantry traversing the minefield.

    Antitank minefields can be marked but there is no effect. Infantry can traverse them without risk and vehicles don't benefit from marking.

    Mines cannot be placed on bridges.  They can go in the river bottom under the bridge but have no effect. 

    US Breech teams contain engineers and can also mark minefields.  

    Minefields can be neutralized by heavy artillery (150mm+), if it scores a direct hit.

    Minefields can be neutralized by a blast from a demo charge if there is a blastable obstacle (wire) in the action spot.

    Anti-personnel mines do not strongly affect vehicles.

    Red sign with a skull and crossbones = Active non-marked minefield.

    Off white sign with a skull and crossbones = A marked minefield. 

    Green sign with a white X = Neutralized minefield (all mines detonated)

     

    Now that's some good info. I always wondered what the green sign with the white X meant. Now I know!!! Now do you have videos of all this stuff :D

  5. 3 hours ago, mbarbaric said:

    not really if you play iron. however, i find them quite annoying as they lay there like winter fog... much too long and should be cleared out once your soldiers don't hear them anymore.

     

    Never played Iron level (Insert Hefty commercial "Wimpy wimpy wimpy!!!). My groan is investigating said contact areas and "clearing" them but yet they remain quite often.

    1 hour ago, Anthony P. said:

    I don't think they reveal much, just whether it's infantry, a truck, etc. I would like it if they could make it possible to click on a sound contact and see who knows of it, like with spotted units.

    Now that would be a great idea. Pure wishful thinking on my part but if they added something like this for CMx3 and real weather effects (like real foggy weather, thunderstorms, etc.) I'd be a very happy camper.

  6. 14 hours ago, Michael Emrys said:

    Awww, man, that is some really hard cheese. Battlefields are really dangerous places.

    Michael

    A couple of weeks ago that would have caused me to reload a game as that would have infuriated me and I would have started to kick and cry like a baby saying "That's not fair!!! Why Battlefront??? Why!!!"...Maybe that was too extreme. LOL!

  7. On 4/16/2016 at 11:43 AM, weapon2010 said:

     I am the British and I had a forward observer party where the observer got killed from a distant mortar round(yes frustrating) or stray bullet, I'll never know,lol.Anyway now the entire unit can not call any arty, the radio is fine.Is this permanent?Why cant the other men in the party step in for the observer?No backup?

     

    On 4/17/2016 at 11:09 PM, Michael Emrys said:

    Lesson learned: try not to put your FOs where they can get shot. I know it can be hard to reconcile that with them doing their job, but the effort must be made. One thing that helps is to give them very short CAs so that they will not give away their positions by firing their weapons. Sneaking them into concealed locations from which they can observe is also advised. Giving them a Hide command when they are not actually observing helps too.

    Michael

    I feel your pain Weapon. I had done all the things that Michael had posted (keeping them way back behind the guns and bullets fighting, short covered arc to 5m) and was moving one up last night and got blown to bits by a stray artillery round. If I could have wept tears I would have at that moment but all I could think of was "How in the world of ALL the units on this map THAT guy gets a stray artillery round". Luckily for me all I had was 81mm mortars on call and a non-stressed (didn't have many of those left) was able to call in for the remainder of the mission.

  8. 5 hours ago, Warts 'n' all said:

    Yes, that can be tricky at times. Again I find going up to camera level 6 pretty useful. Some designers do use a dirt tile to replicate the use of gaps in the hedgerows by the local farmers, which certainly helps to spot them. 

    Playing a Bloody Ride campaign and that little dirt spot along with Camera 6 has IMMENSELY helped in spotting the gaps on some of the maps I've played on so far. Now if only I could figure out how to beat that mission "The Spotter Must Die". Artillery is just pounding me despite my attempts at attacking from different avenues and splitting squads.

  9. 1 hour ago, Bud Backer said:

    You might find this post by Baneman helpful to differentiate between High Bocage, Low Bocage and Hedges:

    As for tank path finding - my recommendation is unless you want them moving in a straight line over clear terrain, you need to use more waypoints to guide them. It's incredibly rare that I am unhappy with vehicle pathing, and the usual reason I am is because I didn't break down the movement orders sufficiently. It takes some experience but I'm sure you will get the hang of it. :)

     

    "Tanks" for the hints Bud. LOL!

  10. 31 minutes ago, Bulletpoint said:

    Well if I lose a lot of men due to a quirk, I might reload, but I don't save often, so I could lose hours of gameplay. But having a squad run the wrong way around and get killed because of apparent gaps in hedgerow that don't actually work, etc. that drives me nuts. And I think it's very OK to reload in that case.

    I try to save in 10 minute increments just in case the unthinkable happens (a rare crash, power goes out in the neighborhood, etc.). I'm REALLY working on accepting my losses but like you I want to shout to the Heavens when tanks drive like they're drunk from pathfinding and expose their flank (and in some cases the rear end) to an enemy who normally could not take that tank out but receive a gift when that happens. The hedgerow thing bugs me when I can't see the gap (like in the low hedgerows for example). Low hedges and low bocage look so alike that I've killed more than my share of men thinking I could traverse through it and instead they run for the "gap" and die.

  11. 32 minutes ago, Bulletpoint said:

    It sounds like the common problem of getting a blue target line in the orders phase, but then the unit can't actually fire during the turn. It happens with all kinds of units sometimes. I just had it happen in a game where I trired to use a mortar to put down some smoke so I could pull back - the mortar got the blue line to show there was line of fire, but when I wtched the tun play out, the targeting line just disappeared. Other times, the red target line stays, but the unit will be stuck in "aiming, firing" mode and never actually fire.

    I think what then happened to your halftracks was that even though they had no LOF to the ground, the enemy eventually revealed themselves by firing, your HTs spotted the individual soldiers, then fired on them because there was LOF to the targets (but not to the ground they were standing on). When they fired on the soldiers, they attracted return fire, and as we all know, halftracks are extremely vulnerable to small arms fire in this game. Just check out the many threads on that subject if you haven't done so already.

    I've found out the hard way about vulnerability to small arms fire. As a result I probably don't utilize them the way they should be deployed. Your explanation makes sense. It gave me a convenient excuse to "reload" and get a mulligan though!!! :D

  12. Just now, womble said:

    Correct.

    Any available specialist Scout; Sniper or Tank Hunter teams; or HQs and the Assault teams, if there aren't any of those. Oh, and the Firebase teams help with "recon by fire" :) plus XO teams and "HQ support teams". FOs make good observers of reaction to my action, too, though they're never "first in".

    If you were using FO's as scouts I would bow at your feet and say "Teach me Obi-Wan". Funny that you mention XO/HQ support teams. I'm using the 2IC as my lead scout in this particular mission.

  13. I seem to be finding the most weird behavior in this campaign. Here's the situation for this one (a different scenario but same campaign). I've deployed 2 Half-tracks close to edge of a hedgerow. I took some rifle fire from an infantry contact approx 150m away. The half-tracks were buttoned up and no casualties. I lost visual of the infantry contact but had a good mark for him once he disappeared in concealment. So I had a support half-track (armed with 37mm autocannon if I'm not mistaken) and made sure I had good LOS on the infantry contact. It wasn't the best spot in the world but it offered some protection to my right flank. And I gave him a 30 second target briefly order. I followed that up with a regular halftrack to move up into a firing position and to do the same thing. The results???

     

    My support halftrack remained stationary as ordered. The gunner crew (an HQ unit of a platoon who had area fired that contact the turn before) unbuttoned on the halftrack and then did...nothing for the next 30 seconds. Target line just as pretty as day but he never pulled the trigger. The other halftrack? Well he did the same thing in that he moved up. The gunner crew unbuttoned and once again a pretty target line but no trigger pull. Before that 30 second timer is up my gunner gets his head blown off. The target order expires and 35 seconds in the 2nd halftrack (who had just suffered a casualty) opens up on the area I had just told him to blast for the past 30 seconds. The 37mm support halftrack fires off a round now as well. The unsuppressed enemy I guess decides he doesn't take to kindly to this action now and rounds start ricocheting off both halftracks. The regular halftrack with the unbuttoned gunner suffers another casualty and the driver decides he's had enough and starts to reverse. My well laid plans of suppressing this contact have gone up in smoke. My tanks have followed target briefly orders so far without delay. The halftracks have yet to obey a target briefly order so far.

     

    Just went back and tried it with a targeting order. The results were fairly the same. Neither halftrack opened fire. The regular halftrack took a casualty and reversed again. Only when fired upon did they start shooting. Took it one step further and tested just having the support halftrack using a target brief order on a building in LOS. Orders were complied with no issues. Once again I'm scratching my head on this one.

  14. On 4/18/2016 at 9:53 AM, womble said:

    Personally, I prefer to split using "Assault Team", for two reasons: as above, I prefer to keep my LMGs in the base of fire element rather than the maneuver element; splitting an Assault team gives them nearly all the grenades, which means the Assault team make much freer use of them when they get within range; I'd expect several potato mashers to have been thrown by a 1xMP40/3xKAR98 team in that situation if they're not too badly suppressed. This second point also stops the AT Team taking all the grenades with them. Even if there's only one SMG in the Assault team (often the B team leader who gets left with the firebase element has the other MP40 in the Squad, so you rarely get two SMGs in the Assault team, which is a shame), I find the extra grenade firepower makes up for it when they are actually trying to assault onto an enemy position

    Still, it's potentially something that could be massaged in a patch, and we're due one of those soon, so worth tracking in on.

     

    Sometimes the wee pTruppen manage to find a great piece of (undepicted, abstracted) microterrain to hide behind. Whether the game engine randomises their "protection level" or somesuch when they settle down, so a given pTruppe could potentially be very hard to winkle out, or whether they guy just hit a "saving throw streak", I couldn't possibly say. Then again, Twiggy's adrenaline was probably peaked at that point, so his accuracy would be gang all agley too.

    I'm going to assume that when you split your German forces you're using the assault team admin button and that splits your squad into a base of fire element (with the MG42) and the assault element (MP40's and the majority of the grenades). What element do you use to scout with? This particular campaign (A Bloody Ride) I used an entire platoon as a recon screen on the opening mission (what a nightmare...tons of tall grass/thick brush everywhere and it's in the wee hours of the morning so you can't see well to begin with).

  15. 14 minutes ago, IanL said:

    This is what I was thinking  as well.  One of @[MyIS] Buffpuff's scenario looked like that was the case but not all of them...

     

    Makes sense and agree with the last part.  I have seen MG42 gunners running with the MG over their back and their pistol in their hand.  That often leads to them firing a few rounds with the pistol before switching back to the MG if their team runs into trouble. 

    I guess my beef with the whole thing was I had given the order for target briefly (and then tried just a plain target here order). And initially he did as he was told and fired away with the MG42. And then he switched to the P38 at a crucial moment and then stayed that way for what seemed an eternity to me but kept switching numerous times. I was tempted to bring up the tank to area fire at that AT gun but with such a close range I hedged my bets that since the loader had survived miraculously over several turns that he would somehow find a way to fire that AT gun with P38 gunner boy (just for you Warts) throwing darts at him with a 9mm pistol and the result would be a KO'd tank. 

  16. 1 hour ago, Banjohero said:

    Thank you, the targeting works yeah. it confused me by not showing the LoS-line from the new position but from its current position. 

     

    I like to be cautious and not loose too many men too, but my "revelation" was that I shouldnt restart or reload a save just because I lost something. It doesnt feel right, almost kinda cheaty. The fact that I then somehow "know" before time where enemies are hidden etc. I did get over it though, I lost 9 tanks in the last training mission, 5 to the same tank destroyer.... haha. I'm pretty sure I saw some men jumping out of it earlier, after hitting it with a mortar shell or two, so I thought it was destroyed. Could the crew have gotten back into it later? It was a real hero for the germans haha. I had to move my tank destroyer into heavy forest to get a sight-line on it. It was well hidden/in cover behind a building.

     

    I do plan to later try that mission again though, see if I can do it better. 

    My "frustration" with Combat Mission ended once I accepted the fact that casualties are going to happen. Before that epiphany hit me I had looked at casualties as a failure on my part to give the right orders to my pixel troops. Inevitably I was setting myself up for failure with that train of thought in that it caused me to be over cautious. Over cautious led to not utilizing reconnaissance correctly which then led to casualties from blundering into a trap and the vicious cycle continued. Once I came to grips with the reality that casualties are going to occur and that a competent commander does what he can to minimize the risks my game play dramatically improved. I still hate losing tanks but I think that's because losing a tank is losing a good chunk of firepower available to you. 

     

    As for restarting/reload as a cheat I'll raise my hand and say guilty as charged. Because of my over cautious nature it was a crutch that I have found very hard to break. I'm a lot better at it now but I get really hot under the collar when a casualty occurs after one of troops does something I never told him to do (but I guess that's war!).

     

    If you haven't viewed these videos then I would definitely recommend it. Slim is still working on the tactics videos but the Armchair General videos are gold in my book.

     

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