Jump to content

Statisoris

Members
  • Posts

    413
  • Joined

  • Last visited

Posts posted by Statisoris

  1. Three units positioned within 30m of each other in a triangle. Two are behind bocage, facing the enemy (Plat HQ and 60mm mortar) while one is 30m back from bocage in wheatfield (BAR team).

    Stray mortar round comes in and lands in the middle of the triangle. Only three guys buy it out of a total of nine men - two of them are leaders.

    In isolation, not completely far-fetched, but it happens MOST of the time.

    Leaders are magnets for enemy fire in CMBN.

    I think one reason why leaders get hit really often is that they are always kneeling or standing when everyone else is mostly prone or waiting in cover. Leaders are always trying to get better spotting LOS with their binoculars.

  2. Use "target light" to lower rate of fire. Otherwise, instead of direct lay, call an indirect mission through a spotter.

    I just tested target light command at 150m with a German 75mm infantry gun and the only thing that occured was that the crew leader fired his pistol at the target.

    Indirect fire missions for on map guns still take multiple turns to come in. It would be nice to have something better to control the amount of main gun rounds used if the target is in LOS/LOF and needs to be fired on right away. If you have to wait even 4 turns for fire to start, your opportunity might be long gone to have the effect you originally wanted.

  3. Is there any way to restrict an onmap gun from firing its whole supply in a WEGO turn?

    There is no way that I have ever found to limit fire duration for on map guns. Like you said, the waypoint method is not possible with these units because it will trigger the pack-up/set-up cycle.

    Do we really need a UI control to control the number of shells fired?

    I have wanted something like this for a very long time. I could think of two decent ways it could be done.

    1) Add two new command buttons [Hold then Fire] and [Fire then Hold]. The first "Hold then Fire" would work exactly the same way as the "Pause" button does for movement except it would only affect firing of weapons. The second "Fire then Hold" would instruct the unit to fire for an assigned number of seconds/minutes then to hold fire unless a self defense situation arrises.

    2) Tweak the waypoint method so that it could be used for on map guns. Make it so that if you plot a move order inside the current action spot it does not trigger the Pack-Up/Set-Up phase. This way you could just just use waypoints set inside the current action spot along with the current Pause command to limit fire at the beggining or later in the turn.

  4. I had posted an AAR of a battle of Bois de Baugin including periodic overhead screenshots, but it appears to have disappeared from the forum. I do think they are really helpful at giving a positional reference to enhance the information to other screenshots of the action.

    Ha found it buried in the archive, maybe blowing some dust off it will encourage me to do something similar again.

    http://www.battlefront.com/community/showthread.php?t=98975

    Ah, yes, I remember reading/enjoying your AAR a while back. Reading good AARs that really capture the battle are so relaxing & interesting.

  5. One of my PBEM opponents and I do something like this for each match. We take shots all during the match for any event we deem cool, strange or significant. We then name each file by its match time and a longish caption. This creates a sort of AAR storybook timeline from each side for our battles. We have also started mixing in Annotated Overview shots which capture our changing thoughts and assumtions during several points in the battle.

  6. It is a good thing that the current game engine doesn't give any concealment bonus for "hiding in the shadows". That would be a somewhat difficult game mechanic to make use of with CMx2 shadows.

    I often have to drive out into the "back-woods country" for work and I often observe the terrain as it would relate to CMBN. I have often noticed that when the sun is at low angles or when it is generally cloudy, that shadow would have a major impact on visibility in some areas. The biggest impact areas I have seen are along dense treelines that border fields and roadways. In low angle/dim light settings these types of terrain features tend to create a "black hole" effect in which they are very hard to see into from a distance. In CMBN this insn't directly modeled and so we are missing out on this significant real life concealment. I always imagine a foliage concealed AT gun in one of those "black hole tree lines" along fields. I wouldn't be able to see it unless I got to within <50m or so.

  7. Lots of the German halftracks have a similar thing: a MG but only a driver.

    Do you know if a radioless team in a track that has a radio is considered to be in C2 via the track?

    Yes, vehicle passengers can "borrow" the vehicle radio for a C2 link to their superiors.

    This is a good trick to use with dismounted type US Armored infantry platoon HQs. These platoon HQs do not come with their own backpack radio and so I sometimes buy them individual M20 scout cars to ride in and keep good C2 links. Having the M20 in the platoon also adds a M2 .50 cal support weapon for the platoon with lots of spare ammo.

  8. I don't think direct artillery shell penetration of structures is modeled, only fragment penetration. I have never seen an internal explosion in many many CMBN games played. This is unfortunate since it would be a very useful tactic/game mechanic.

    In my last PBEM match, 150mm infantry gun rounds hit building tops multiple times and always exploded on the roof. Same with 120mm mortars & 81mm mortars.

  9. A dozen Marders parked in a field? Are you holding one of those car-club-rally things where everyone brings their overly-loved MG/Jag/Mini/etc and then sit around all day sitting on camping chairs, eating cucumber sandwiches and discussing the weather?

    75mm guns and strafing sounds like a good addition.

    Maybe it because the AI 'knows' that MG's can't knock out an AFV - and isn't taking into account exposed crew?

    There are not a dozen Marders or even 8. I can't say real number because the match is ongoing, although Tigrii probably has a good guess.

    I was thinking the same thing about AI not recognizing the Marders as vulnerable targets and just another nearly impervious armored thing.

    In testing I have done, the .50 cal can penetrate the Marder upper superstructure pretty well so even lower angle fire would be effective.

  10. PS: Shane I swear this has nothing to do with our game where you have like 12 Marders and I have air support.

    Rofl, na, didn't think so. :-)

    Tigrii has a very valid point. Planes are targeting teams of 5 soldiers hiding in bocage+tall grass instead of shooting at my (many) open topped Marder IIIs sitting in VERY open ground in full view. Planes need work on target choice. Planes should also come in at steeper angles when targeting AFVs. This way they would have a much better chance at a penetration vs the ~40 degree dives we currently see.

  11. The US halftrack models below require additional personnel to man weapons. The M3, M3(M2HB) and M3A1 are fully manned without additional personnel.

    M3A1 (2 x MG) Needs 1 extra soldier to man the rear .30 cal

    M2A1 Needs 2 extra soldiers to man both the forward .50 cal and the rear .30 cal

    M3 (2 x MG) Needs 1 extra soldier to man the rear .30 cal

    M21 Mortar Halftrack Needs 1 extra soldier to man the forward .50 cal

    M4A1 Mortar Halftrack Needs 1 extra soldier to man the forward .30 cal

  12. I was hopeful someone with too much time on their hands would post the photo;s of each screen shot here so that we would be sure of what all is in the game, then we could even keep tally as to how often it comes up. I really think it is just random, with no true favorites.

    But I am suer glad BF placed so many good photo's into the load file and have them, hope they add more in the modules. One thing I hated about the earlier CMX2 games was the screen photo used.

    Unless someone beats me to it, I might take up this project later today and post the pics here. I could do it pretty quickly with the QB system set up for a short load and FRAPS.

×
×
  • Create New...