JoMac
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Posts posted by JoMac
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On 11/8/2020 at 11:21 AM, SDG said:
I have noticed that since the latest patch (?) infantry can survive small arms fire in buildings for a ridiculous amount of time.
My first weird experience was in Shock Force 2, when a tiny Syrian section kept on living for 9 (!) turns against the hailstorm of fire from 20 of my guys (veteran/crack, distance about 175 m) and the only thing that was doing damage to them and eventually cut them down one by one was the weapon mounted grenade launchers.
They popped up, received fire, got pinned, recovered, popped up, got fired upon - rince and repeat.
The same is happening in my current Fortress Italy game, when a solitary Amicerican heavy machine gunner at the bottom floor of a building just straight up refuses to die against 2*10 riflemen, 2 HQ elements (with 1+1 breda machine guns), and a deployable heavy machine gun section. The only difference is that I don't have any kinds of explosives to do actual damage, so I am playing the above whack a mole and frankly, it's getting rather silly.
I don't know whether buildings got "stronger" or the phenomenon is due to the fact that units are now very reluctant to leave good cover. Nevertheless it is extremely annoying.
So, is it me or this really an issue now?
Thanks,
Now, I don't mind troops not dying as quick (as troops in RL should live longer then in your typical CM engagement)...However, I think the latest patch made Troops last too long in cover...I'm playing a Game with both sides Green, High Motivation, 0 Leadership, and we are both in buildings shooting at each other directly across street for 10 minutes. So, instead of going to ground and crawling out of cover after few minutes (like in previous patches), they stay and fight until they all surrender (as if your engaging High Moral Fanatical Troops).
I might have to experiment with having troops Green, Normal Motivation, 0 or -1 Leadership...Conscript, High Motivation, 0 Leadership, OR...Reg, Low Motivation, -1 Leadership to try and get the desired results I'm looking for. I still like the idea of Troops lasting longer in cover, but think it went a little too far, especially for low quality troops ?
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You might be right there in regards to off Map Arty...However, I can easily KO an AT Gun in open using an On-Map U.S. 60mm Mortar or Tank Gun within a minute (couple more minutes if AT in cover).
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Eww, Modern
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I understand where your coming from...
Dad, first got me into Wargaming with TRACTICS HO Rules back in the 70's (going to the Squadron Shop in, MD for inspiration) before we switched to Micro-Armor in the early 80's (when he first opened up a War gaming Hobby Shop in Northern, Va)...He still has his collection of Micro-Armor (as do I).
So, I introduced Dad, CMx1 (BO, BB, AK) back in early 2K timeframe. He is now 75 and still enjoys playing them on-off to this day (thou, he never fully understood the different move orders, etc, lol)...I still remember playing a few Online TCP Quick-Battle games with him back then (think last time was about 5 yrs ago).
Actually, I also liked CMx1 Game Play, but if it weren't for many units running low on Ammo within 15 minutes, or the all too quick Borg-Spotting, then might still be playing them today.
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1 hour ago, IICptMillerII said:
If the AI suffers a certain percentage of casualties to its overall force, it will surrender. Not sure what the specific percentage is (I think it’s 60% casualties but I’m not sure on that) but you likely hit it before you had a chance to take out the enemy armor.
Yeap, and most likely the case...
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You must have KO'ed most of the German Inf, and so the Tigers decided to Surrender ?
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8 hours ago, John1966 said:
If you can get close to a tank (direct them as if they were boarding it), you'd be surprised how easily they can nail a tank.
To be honest, it might be too easy.
Yeap, any Fire Team can easily KO any Vehicle within seconds just by getting within 1-2 Action-Spots (Teams marked with AT have a little better chance per cycle)...And yes, it's way too easy.
Keep in mind, however, Inf Units can't "Follow enemy Units", and so it's much harder overall (especially if playing H2H) to actually get within that 1-2 Action Spots.
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14 minutes ago, AlanSA said:
Just had the satisfaction of taking out 2 PzIVs with a Greyhound, side on at 120 meters. Turns out the 37mm is remarkably effective against PzIVs even later models. At least according to this source....
I think they mistook the Turret Mantle for Turret Face as a whole...Turret Mantle and Upper Hull is same around 80mm+
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10 hours ago, Flock said:
I am currently half way through a PBEM CMBN quick battle with a friend, I am the Germans and he is the Americans, and we are both shock at the ability of the U.S. 37mm AT guns in the Stuart Tanks to knock out MkIV's at ranges over 400 mtrs. Indeed there ability to penetrate the gun mantlet at these ranges. I could understand the 37mm's being affective against side armour or at very close range but against frontal armour at 400+ mtrs?!
It also seems strange given that in a previous battle my German 50mm paks rounds bounced of early model Shermans at less than 200mtrs. Ok I didn't expect them to be devastating but expected some damage.
Has anyone else come across this?
Perhaps I am underestimating the power of these weapons and I should start to fear M8 armoured cars.
Yeah, I don't have a problem with U.S. 37mm penetrating the PZIVs Turret Face of 50-60mm Armor out to medium range...However, I've always had a problem of it reliably penetrating its Turret Mantle of 80mm rounded.
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I remember in CMBN...The 50 A/T Gun shot at an approaching U.S. Inf Squad less then 100 meters away, and made this big explosion (taking out half the Squad). Went on this Forum for discussion (thinking a Bug of sorts), and it was determined that my 50 A/T probably fired a 150 Heat Round at the Inf.
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PM INCOMING..
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Did you try Brazil and Indian Mix Formations in QB's to see what Mech/Motor/Armor are available...I think Infantry Only Formations generally give you Infantry and Heavy Weapons, etc, but no Transport or Armor.
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Ahh, I remember 'Lucky Strike' back in the CMx1 days...
I PM'ed you several yrs ago and saying how great your Panther Mods where (among a few others)...I was hoping one day for you to re-join the now CMx2 Mod Community...Great to have you back :-)
Joe
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I speak for myself and the rest of the CM Forumites...Great AAR, and hope to see more in the future, especially the ones that I Win
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I think FB has a few more Scenario's then RT...Keep in mind, thou, you can find additional Scenarios over at the Aftermarket Dept.
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38 minutes ago, Bulletpoint said:
Making it fire in rapid but short controlled bursts at medium range would improve it, I think.
Actually, I would advocate that these Weapons (and similar) fire Single-Rounds at Med-Long Range and Short Controlled Bursts at Short Range.
Also, I would tone down SMG's in general as they tend to be alittle too deadly at Meg-Long Range.
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Yes, and unfortunately, Shaders in CMBN turn themselves off when starting a Game (won't stay on from one game to the next)...So, only fix is to turn them back on each Game (other CMx2 Games are unaffected).
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For Chits & Grins...I substituted the Panther for a PzIVH, and played this Scenario several times and was doing fairly well. This, until the M4's showed up (was able to get anywhere from 0-2 M4's on average) before getting KO'ed.
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That is correct...Buddy Aid just basically gives you that desired extra Ammo, Weapons, etc during Battle.
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20 hours ago, Hister said:
As the title says - interested to learn what other players here think on this topic.
Recently discovered tabletop wargaming and am in the process of aquring a bunch of games among which are also tactical level boardgames. I am wondering if CM players think playing CM games is all it is needed in the tactical level universe or are there any CM players who love to take their phisical board games for a ride? Which tactical level boardgame systems do you liek the most and why?
I am into the WW2 Pacific theater and am choosing between Fields of Fire 2, Warfighter Pacific, Combat Commander Pacific, Conflict of the Heroes Guadalcanal and Old School Tactical Volume III.
What say thee?
I still have a collection of WWII GHQ Micro Armor (and other assorted companies) and, either play using couple different miniature rules, or just setup to look pretty on about 9x 2'x4' Terrain Tables.
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34 minutes ago, Ithikial_AU said:
Message from Elvis. No surrender or ceasefire. We fight to the death.
Then, "Flatten Arnhem"...err, I mean save Berliner :-)
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Sorry for the Thread Jack (not sorry), @USNRM3...Is your Avatar a direct picture from one of the Original D&D (or AD&D) Players Handbook/Monster Manuals many a yrs ago ?
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14 minutes ago, domfluff said:
They also didn't try to evade in the incoming HE fire, instead just dying in place along the hedgerow...
This sounds a little disconcerting :-(
Thou, I can't remember, but are Troops on the MOVE try and evade incoming HE, and not if Troops are Stationary ?
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1 hour ago, BFCElvis said:
No. Something unexpected may come up in a weather forecast but they'll still broadcast somefink.
I think, Elvis, is eluding to..."Something Wicked This Way Comes" :-)
Infantry in buildings just won't die.. (and now they won't run away either..)
in Combat Mission - General Discussion
Posted · Edited by JoMc67
Well, went back to my Play Testing Scenario, CMBN: Training Roadblock, and changed all Defending Units to Green, Normal Motivation, then again Conscript, Normal Motivation (attacking U.S. Green, Normal-High Motivation), and both games have the defenders in building surrendering (not leaving buildings for other outside cover) after a few turns of Small Arms or HE Area-Fire (Direct Small Arms wasn't effective enough).
This tells me that NOW not even Low Quality troops in buildings are leaving and falling back for cover from Small Arms or a turn of HE, but dying or surrendering in place. This is something you would expect maybe from High Quality/Motivation Troops, not Low Quality...I think Infantry in buildings seem to have the same Moral as being in Bunkers now and maybe Tuned-Up too much.