JoMac
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Posts posted by JoMac
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11 hours ago, Bufo said:
When I think about the Combat Mission of my dreams, I imagine...
MBTs, assault rifles, ATGMs, APCs and IFVs, something with all-out-war but without:
- thermal vision
- top-down attack missiles
- precision guided munitions
- airburst ammunition
- UAVs
Can you think about a good timeframe for it?
Eww !..I guess you like Post WWII CM...Who are you, and what have you done with MoFo
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I think SMG's in CM should be limited to 100 meters across the board if you let the AI Target on its own..If you decide to 'Target' enemy or 'Area-Fire' then its fine to have your SMG's fire out to its max range (150-200).
Joe
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8 hours ago, Sven said:
Is there a way to knock out tanks with regular infantry?
Hello Seven of Nine...
Of course there is, just walk up (well, better to Run) to one within 1-2 Action-Spots and blow it away...9 out of 10 times your Squad (Nah...apparently you only need a 2-Man Team) will throw nades (to represent Close-Assault) and either destroy or neutralize Armor, and all in the same turn.
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I doubt the T-34A/B (far right) was still on the Battlefield by Wars End...My guess, the Photo is from a Tank School to show the different types of T-34's through the years.
in major Offensive engagements most of the T-34 Battalions will be of the same type, but smaller engagements (local defense or small counter-attacks) for sure would have a mixed Company of T-34's (7x T-34/85 and 3x T-34/76, or vice-versa...all depending on year/month).
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Whatever the actual effectiveness for Grenades, I just wish the amount of Grenades thrown per FireTeam/Squad (per Turn) would be a little less.
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On 4/1/2020 at 11:34 AM, Bulletpoint said:
Also, the problem is that SMGs in this game are arguably too (?) effective at their max ranges (about 200m).
Yeah, me thinks the same...SMG's should be effective at around 40-100 meters (CMx1 reflects this nicely), and much less so from 100-200 meters.
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18 minutes ago, AVR said:
Anybody else having issues with smoke not not showing in game. Noticed it during a H2H game that none of my smoke shells from my mortars resulted in any smoke. Started up a quick battle to test, firing countless rounds that's hitting the target area but no smoke?
Every once in awhile I also forget to turn 'Smoke' on
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Yeah, I don't know what has happened after v4.0 (didn't seem to have problems in prior patches)...Not only the above issue, but in CMFI Meeting Engagements the Germs get Panther Bunkers...So, I don't know what's going on.
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49 minutes ago, Erwin said:
I know one can split into Assault, Scout, AT and a simple Split. But, how do you split into Sharpshooter?
Yes, you can only use the Split-Team Command in order to use one of the Teams that has the Sharp/Marksman.
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Yes, and as Wickyleaks (pun intended) has mentioned, Squads don't usually have Sniper Teams attached, but rather Sharpshooters that can be detached via Split-Squad Command...You will need to purchase Snipers separately.
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2 hours ago, BluecherForward said:
I don't usually take the time to do something like this, but I just finished the battle "Chaos at Ferme Diedenhove" and I have to say it was the most enjoyable scenario that I have ever played in this series - and I like this series a lot. I don't know who the scenario creator was, but you captured more than just history in this scenario, you seemed to truly get the feeling of the "Battle of the Bulge" - the U.S. Army's largest battle (speaking as someone who as has spent a lot of time reading about the battle and touring the Ardennes battlefield). Naturally, all of the scenario creator's efforts would have not been possible without the developers, who stuck with this series to create an extraordinarily great tactical game of World War II. Outstanding job all around!
"Bluecher in the Woods" (ref; Movie, Waterloo, 1970)...Ok, so you came out of the woods to finally give praise to this extraordinary Tactical Game Series :-)
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I have never noticed that...However, Frenchy56, I know you have a Keen eye for detail on anything Combat Mission, and so, keep up the good work :-)
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51 minutes ago, mjkerner said:
Want me to edit that for you, Erwin?
I'm sure, Ervin, has misspeeled some woords on purpluse
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4 hours ago, J Bennett said:
I'm very excited about this new historical model. Maybe late this year, We can hope.
Yes, I'm also excited about any New Models that the upcoming Final blitzkrieg Module has to offer...Ok, you can thank me for that save at anytime
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Yes, Friar Tuck...Get one of the WWII Titles (there the only ones that count) so you can play against one of the H2H Players, like myself (I'm an easy kill :-).
Joe
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On 1/29/2020 at 7:44 AM, Bud Backer said:
I could see pretty much across 2/3 or more of the map; I was spotting hidden infantry at 400m+ so despite appearances (and frankly, my own expectations that visibility would be bad) there were no difficulties in obtaining longer range LOS.
That's interesting...you would have thought to only see across 1/3 the map in 'Bad' Weather...I figured you could see maybe 250 meters max (400 meters is way too far in spotting AT/Inf in cover), and spotting enemy Troops hiding in cover to be no more then 100 meters max, and probably less then that.
So, I'm guessing that the Weather may be only slightly Bad with little snow fall...This, versus Heavy Snow & Winds, etc which would considerably reduce visibility.
*Side Note*...It would also make sense if the 'After Action Report' included 'Field Pieces Lost'...After all, they list 'Other Vehicles Lost, and so why not something important like Field Pieces (which would include AA/Arty/AT, etc).
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You shouldn't have any issues you've stated...My guess is that there was some sort of Corrupted Files during download, or you didn't download patches in proper order ?
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I generally setup games as QB, Meetings, Mix, either Rough\Village type Terrain, and in next screen have players only use the 'Suggestion' box to purchase 'Formations' (Just makes it easier and less time consuming and we let the AI pick our formations)...So, I just found out about this Formation when I was looking around as U.S, and there is around a Platoon of U.S. Tanks in this 'Flamethrower Platoon' (one example; mix of 2-3 M4 75 and couple M4 76, and maybe a M8 HMC or AC, with only a Squad\Platoon of Heavy Weapons of sorts).
Generally, when playing V3 or V4.0, I'm sure in a 'Mix', then 'Infantry Only' Formations that the U.S. or Germans would get something like a Company worth of Infantry and support with 1-2 Tanks and maybe a lightly Armored Vehicle or similar...So, this New 'Flamethrower Platoon' really puts a Monkey Wrench with all that Armor.
I'm playing Germs now (with standard mix of company worth of Infantry and couple tanks ) in a Meeting Engagement against U.S. opponent and fear he may decide to purchase one of these Formations.
Joe
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Yeah, and one w/o the M41Duster...I think something a little more WWII-ish :-)
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3 hours ago, umlaut said:
Well, I couldnt help myself, so I set up a test:
10 Panzerschreck teams (all veteran) vs 10 immobilized Shermans facing away from the Panzerschrecks, set up in "firing lanes" divided by walls, so each team could only engage "their own" Sherman. Distance: 195-200 metres.I ran the test three times, so in total I tested 30 schrecks vs 30 Shermans.
Result:
Hit with first shot: 5 teams
Hit with second shot: 10 teams
Hit with third shot: 8 teams
Hit with fourth shot: 4 teams
Hit with fifth shot: 1 team
Hit with sixt shot: 0 teams
No hits with any of the six shots: 2 teamsWow !..that's is Very High % Hit-Chance...Maybe, BF is using Russian RPG-7 as it's standard Hit-Chance, and forgot to dumb it down a bit for WWII :-(
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30 minutes ago, SimpleSimon said:
I saw a Paratrooper in Fortress Italy arc, like legit lob a Bazooka's rocket into one of those Italian Fiat-17s from 250m away once. It was awesome, an absolutely crazy shot.
Unfortunately, I get that a lot with both Zooks & Shrecks ...
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2 hours ago, Erwin said:
When posting we should make a note re how we play the game, RT or WEGO. Things just do not work the same for both. Makes a big difference re tactics etc. and leads to confusion when readers do not know what mode a player is using.
Yes, but technically, RT & WEGO should play-out about the same in a 1 minute turn..and, if it doesn't, then something is wrong with how the Game Mechanics treat RT differently then WEGO.
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Yes, and understand Armor w/o Inf Support (especially in built-up areas) can be detrimental to its health...
I just wish Infantry in same/adjacent Action-Spots would take a little longer to achieve good Close-Assault results. Maybe something to the effect of how long Infantry is present, Terrain, type and size of Infantry/armor, etc...Just seems it happens too quickly, and all within a quarter of turn, instead of 1-2 minutes that it would take to execute due to decision & preparation, etc.
Tank Gun Damage
in Combat Mission - General Discussion
Posted · Edited by JoMc67
Yeah, I think what is happening is that the Game Calculates hits as a 2D Pixel Hit, and so a Hit to a Gun Barrel (no matter how wide or narrow the incoming Shell, or how Shallow the angle) will automagically catch the Barrel and hole it (KO'ing the Gun Barrel).
In Reality, most of those hits will deflect and run down the length of the Barrel (especially light shells) and hit somewhere in Turret/Upper Hull.