Jump to content

JoMac

Members
  • Posts

    2,261
  • Joined

  • Last visited

Everything posted by JoMac

  1. 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.
  2. Using the new R2V Module and I'm in a PBEM, QB Meeting, Dec 43' as Germans, and both me and opponent are using the 'Suggestion' Box only to purchase Formations...About 50% of the time when I use the 'Suggestion' Box I can get anywhere from 1 to 5 Panther Pillbox. I thought Fortifications like this are only used in Attack/Assault formations ? Joe
  3. Using the new R2V Module and I'm in a PBEM, QB Meeting, Dec 43' as Germans, and both me and opponent are using the 'Suggestion' Box only to purchase Formations...About 50% of the time when I use the 'Suggestion' Box I can get anywhere from 1 to 5 Panther Pillbox. I thought Fortifications like this are only used in Attack/Assault formations ? Joe
  4. I use 7-Zip to unzip Program Files w/o issues...
  5. C'mon...It's Thanks, Hugs & Kisses (in any order is fine)...Elvis is Da'Man around here :-)
  6. What I mean is that Infantry 'Area-Fire' more or less by default (not just by giving the specific CM Order) and should have their Small Arms (especially MG's) fire center-left-right, etc, along with giving appropriate 'Savings Rolls'...Yes, and technically, Small Arms should be firing over several minutes and not hitting anything (at least slow down when targets are less visible, in cover or falling-back). Keep in mind, I'm the guy who still thinks Small Arms (especially MG's), Arty, HE Direct Fire in CM are too deadly.
  7. To be honest I don't buy the "time compression" argument anymore. If time was compressed, then why don't units run out of ammo three times faster, why don't units reload more quickly (cover narrow arcs of fire more reliably), why don't they move three times faster, etc. etc. "Time compression" is just the standard go-to argument whenever the topic "excessive infantry casualties" pops up. But this is not the result of time compression. It's the result of many factors, some of which are discussed here. That's just it...We use the 'Time Compression' or 'Game Balance arguments' to help us 'Sleep Better at Night, or Not' :-)
  8. Yes, and since last patch, Vehicle MG's are firing even more so then before causing even more pin-point hits on Inf...At least Inf MG's are realistically firing both left and right representing Area-Fire.
  9. Also keep in mind, ALL things in CM happen too quickly (more of a time compression) giving 3x fold more casualties then there should be... You are allowed to do what you want, anywhere, at anytime (this goes for both Armor & Inf)...ex, Armor can be too deadly at range (not enough cover for Trenches), but in turn Inf will become too deadly just by throwing a few hand grenades at armor at close range, and KO'ing within seconds.
  10. Yes, this...CM:RL All other Suggestions are Mediocre at best.
  11. I generally use CMBN (now with 4.02) to Test Game Components, etc... I would Setup a Squad vs enemy Squad 250-300 meters apart, stationary, Open Flat Terrain, troops fire themselves, just to see what happens during a 15 minute Fire-Fight...The Troops would open fire for 1-2 minutes, then decide to stop shooting for most rest of the game, even when there are 2-3 troops on either side still coming in and out of LOS every turn. I remember in older versions of CMBN with exact same conditions above, troops would shoot more often every turn and with more LOS of individual troops until just about everyone was KIA/WIA. So...Maybe some sort of issue with 4.02, or possibly BF decided to make troops more conscious on when to fire (sort of J Bennett's thoughts) to give a better overall representation of Lower Casualties during a ranging Firefight ?
  12. Yes, and suspect your right...Will be awaiting your next Youtube Vids :-)
  13. Ahh...I've seen you and 'MATADOR' handout over on 'STEAM' playing 'Red Orchestra' from time to time. Joe
  14. Thanks for the reply...I actually don't need CD's anymore (since I have finally updated myself to only download from the server, lol), but was just curious.
  15. I decided for the first time ever to do a Pre-Order...I did so with CMFI: Rome to Victory :-) Now, and when the time comes, I wonder if I will also get a CD along with the Download...or, are CD's no more ? Joe
  16. Ok, and at the moment, I know have all the PBEM Opponents that I need...
  17. Hello Guys, Looking for a couple PBEM Opponents for any of the WWII Titles (all modules)...Small Meeting Engagements Mixed Random Maps & Units, etc...I Use Dropbox for Communication & Game Files along with House Rules...PM or respond back below. Joe
  18. NOOOooo, RH & HT...Well, at least you both got to enjoy the Game while using the 'Realism Mod' :-)
  19. Yeah, and think it might be a problem...I figure 1 in 3/4 rounds would hit the Turret Mantle and cause little or no Penetration Damage...If it hits the Turret Face (50-60mm Armor), then Partial Penetrations and some damage...If it hits the Gun Sleeve Box, which is probably only 50mm Armor (Box where the Gun meets Turret Mantle), then I also think Partial Penetrations and some damage.
  20. I have been playing around with some QB's and in numerous occasions that the Stuarts 37mm is penetrating/partial penetrating the front of the PzIVH Mantle (which should have around 80-88mm armor) anywhere from 500-1000 meters, and causing it to either destroy the Optics/Gun or causing a Crew Casualty. I could understand hitting close to the Optics and taking it out, but actual penetration and taking out the Gun ?...I assume CM simulates the difference between the Turret Face (which the Stuart can partial or fully penetrate), and the Turret Mantle (which I'm not sure if Stuart can penetrate). Thoughts..?
  21. Well, in-game troops in detrimental weather will eventually get tired & fatigued (unfortunately, it doesn't effect weapon capability) more quickly (compared to good weather). Your best bet to represent this in-game is to have troops in bad weather in an already "Weakened" state or give all troops an additional -1 rating.
  22. Oh, What one Freaking Minute...It's RockinMord...Both are Brothers living far apart from one another (Or, are they both one in the same...NOOOoooooo).
  23. Mord...Is that your new look...Cool ! Never mind, the other Forumites beat me to it...
  24. Interesting...You would think by Game Default a 1 or 2 Man Team would be difficult (regardless), Fire Teams a little easier, and Squads much more easier to spot.
  25. Now, what I want to know...Are Units Running away in due time depending if Green, Vet and in what types of Cover....I think I remember someone saying that 'Green' troops in buildings are too resilient and most of the troops die in place before finally moving out of cover. This could also mean Vet troops will most likely die in place to the last man before leaving said cover ? I would figure 'Fortifications' in general would give most quality troops a higher resilience factor (fortification bonus if you will), but troops in lesser cover (woods, buildings, etc) would still have them run from cover in short time (a bit longer if Vet, etc).
×
×
  • Create New...