JoMac
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Posts posted by JoMac
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CanuckGamer, Armor is very Fragile in CM when being Close-Assaulted by any sort of Infantry (Inf, Scouts, Hvy Weapons, the Ammo Bearer, the Piss Boy...doesn't matter) especially in built-up areas...So, just take a Squad located in a Village/Town and break it down to several smaller Teams, and go out and destroy a Platoon of Armor...It's as easy as taking Candy from a Baby.
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Unfortunately, Canuke, this happens all to often in CM...
I understand, Bud Backer, But it still only took 2x individual Infantry Close-Assaulting and KO'ing a Tank. You'd think it would take at least a Fire-Team/Squad to properly coordinate to take out a Tank (being stationary for several seconds/1-2 minutes).
I have always thought that BF's use of 'Close-Assault' against Armor is way too faced-paced and generic...Then again, most everything in CM is often too faced-paced.
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On 2/2/2020 at 7:18 AM, Trooper117 said:
It can't be the end of Red Thunder anyway... we still need 'Barbarossa'
I'm afraid that CM:Blitz will be a Standalone game (if it ever comes out) and not a Module of CM:RT :-0
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Ok, so basically the TO&E Formations have been revamped in 4.0 (4.02) for most of the WWII Titles (and Modern)...
When I play against opponents we generally only play 'Meetings, Mix, Random Formation, and click on the 'Suggestion' box only to purchase Formations (only purchase Formations and can't delete or purchase anything else), and almost always there is some sort of Armor provided in the Platoon or Company Formations...Now, if using 'Suggestion' box only, then it's possible you may not have Armor in your Infantry Formations while your opponent may.
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I noticed in couple occasions (in FI & FB for examples) when setting-up a QB, Meetings, Mix Units that the next screen would already include some Armor in the Infantry Formations (Indian in FI & Fallschirmjager in FB), but I guess not...Intended ?
I figured that if playing a QB with Infantry Only would give Infantry Only, and Mix setting would include some form of Armor in the Infantry Formations.
Joe
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1 hour ago, mjkerner said:1 hour ago, mjkerner said:
The .bmp’s are mostly the same, mostly. (Says Newt. )
Ahh, that 'Aliens' semi quote didn't get passed me
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3 hours ago, umlaut said:
Let me put it this way: I didnt trace every single round of the 800+ rounds fired, but while I didnt see a Brummbär miss, I did notice that a Hummel sometimes did. I am not sure if that explains the diffference between the 21,5 rounds of the Brummbär vs the 26,5 rounds of the Hummel. But that is my best guess - I dont know if the 150mm rounds of the two vehicles differ in other ways.
The Brummbär carries three HEAT rounds, the Hummel two.
If anything, you would think the Brummbars would miss on occasion and the Hummels hitting nearly every shot (or both about the same at 200 meters)...I wonder if the Hummels are hitting, but rounds are just passing through w/o damage.
LiveNoMore...Depending on size of Castle you are looking for, you can also have 4x Churches (or 2x Churches on opposite corners) touching each other on all corners. You can also use 1-2 Churches interlocked with Heavy Building...All the above cases should give you the desired effects your looking for.
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Those are Max effective ranges...
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I'm Interested, Patrik, and will email you shortly...
Joe
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Ok, next possibility...If you to Battlefront.com and go under Account Purchases, you should be able to find the CMBN Full installer (it's one big download). Just uninstall your old version first, then download that Full Installer (which will automagically bring you to 4.02)...Should solve the problem.
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Ok, Glen, and see the problem...You have 3.12, and next would need to purchase & install the 4.0 Upgrade, then you install the 4.02 Patch.
Joe
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2 hours ago, Vergeltungswaffe said:
Wonder if there will be any CW forces in this?
+1
I sure hope so...We have Commonwealth in CM:BN, CM:FI, and we should see it in CM:FB
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I think it does effect Stamina a little (getting tired quicker), and maybe spotting, but not shooting...Same principle with units that are tired, their spotting might be effected, but, unfortunately not shooting.
Joe
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I'm glad to hear that CM:FB will finally include the Commonwealth and take this to end of War.
Joe
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WTF, also means getting back to our game...Oh never mind, your probably still in Sunny Saudi for awhile :-(
Joe
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On 12/23/2019 at 8:08 AM, Rik_atc said:
Hi, Altough have been playing CM games for a while, I just purchased CMFB, so I am looking for players to play 1vs1. Is here or any other place where I could find opponents?
Thank you
I'm interested in playing CM:FB...Will email you the details.
Joe
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PM Sent, Rikker.
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It's quit possible that the Tiger 1 or 2 was in a precarious position (Surrounded by enemy, trapped itself in a position, disabled, etc), and when hit several times with a 37mm in the rear just decided its best option is to abandon the tank...Thou, apparently the Tiger did catch fire.
Joe
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Also keep in mind, even thou this test is for ideal 'Combat Conditions' it's still 'Combat Conditions as far as CM is concerned (not Firing Range), and so the 'To Hit' numbers seem to be fairly accurate...If this was an actual 'Firing Range', then the 'To Hit' would be significantly higher.
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As a Side note @peter Panzer, there happens to be 10mm WWII miniatures under your name. Not sure if they’re being produced anymore, but I remember them back in the day.
Joe
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Ok, the first Game File is just your 'Password', then you exit and send the 'Outgoing Game File to your Opponent, then you receive next game from him, and it should be the 'Purchase Screen' if QB, or Deployment if Scenario.
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This is not the Formation I'm using in our Battle, but gives you an idea the issue I was having...
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1 hour ago, Megalon Jones said:
See our RTF in DB, Irish. Short story: If you want to delete the bunkers and purchase troops manually with the spare points, I'm cool with that.
I was finally able to get a Formation in our QB Meeting that didn't include bunkers...In any case, it turns out those Panther Bunkers are only 50 points each.
Never Seen This Before
in Combat Mission Battle for Normandy
Posted · Edited by JoMc67
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.