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Statisoris

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Posts posted by Statisoris

  1. *Before I get into my main post here is my plug/request for force adjustment for both attacker AND defender*

    I go with manually picked, Large to Medium maps, with Medium Forces, 1hr 15 min up to 2 hours or a Small map/small force for about 1 hour. Forces cherry picked.

    I use to only play the AI but pretty much only play human PBEM battles now. Anyone who has never tried playing a human opponent is missing a great experience, at least in my opinion.

    Forgot to say, Normal rarity for both unless my opponent feels like playing a "rare" game with several of the normally expensive rarer units like Pumas, late M-10 TDs, Tigers and so on.

  2. Apparently no one has ever seen the red exclamation mark in CMBN - because it doesn't exist.

    This is from page 95 of the CM:BN manual. It states that the red exclamation mark does exist. I've never seen one either but it's probably just very hard to catch when it happens kind of like the very short term red crosses for casualties.

    "ROUT

    Heavily shaken, panicked soldiers may rout. Routing occurs when a soldier’s

    combat morale is so badly shaken (usually after repeated Panic states) that

    he stops any further participation for the entire remaining duration of the

    battle. This may mean simply cowering in a hole on the ground or throwing

    away his weapon and running away. Routed soldiers appear as MIA (Missing

    in Action) on the After-Action Report.

    Unlike surrendering, routing is automatically successful, and the routed soldier

    disappears under a red exclamation mark."

  3. ...and A Revisit to Modern Combat (less specifics here).

    I bet you this one will be a hypothetical, Coventional or Limited Nuclear exchange, Cold War,mid-late 1980s, Soviet Invasion of Europe scenario. Almost all content they need to create will have already been created by then. BF would only have to model/remodel a couple units like the M60 Patton, M1 Abrams (105mm), M113 variants and the newer Soviet AT guns.

  4. I once set up a quick battle with a + adjusted US infantry only attacker vs me as German defender. The map was one where there were two bridges for the US to cross. They used human wave attacks the entire game. In the end I think 3 HMG units, 2 crack snipers and a squad of infantry had over 200 kills between them after being continuously resupplied with ammo.

  5. Great info and just what I was looking for to justify their presence on the field. I've been playing the CMx2 system since CMSF was released and never really understood all the downsides to cutting them out of formations.

    Also if an enemy unit is spotted twice by two different units without a C2 link, that enemy unit will generate two <?> icons, making it much harder to judge the enemy's disposition.

    Interesting, I always thought that units would generate their own <?> icons regardless if they were in C2 or not.

  6. What advantages/bonuses are gained by having Battalion and/or Company commanders on the field? I was just setting up my forces for a PBEM quick battle and need those extra ~90-100 points from removing company COs. I have always wondered what the player really gains by having those guys on map with your forces other than just filling in the realistic TOE.

    I suspected that having these guys on map would speed up artillery delivery times but I have not seen this at all in limited testing. Maybe only under certain conditions?

    Is there some moral bonus for subordinate units that might help in battle vs not having them around?

    If you gave a battalion/company/platoon commander a +2 Leadership rating, does this benefit anyone other than the HQ team itself?

    If a company or battalion commander fills in for a platoon HQ is everything equal, are the squads gaining the same bonuses?

    Lastly and chiefly, are they worth purchasing vs other direct combat/utility units when you have limited points to work with for a QB?

    Name any advantages OTHER than those below you might know of.

    1) Temporary C2 link for units out of HQ contact

    2) Artillery & Air Support spotters

    3) Field medics

    4) Ammo bearers (through aquire/sharing system)

    5) Scouts

    6) Terrain objective holders

    7) Makeshift combat infantry

    8) Heavy/Special weapon recovery from fallen (lil' gamey)

    9) Bait / Decoy (Gamey for these units)

    C2 and its benefits in CMSF and CMBN have always been slightly mysterious to me.

  7. 7.92 AP is totally interchangeable with regular 7.92mm ammo and your infantry will use it if aquired. 7.92 Armor Piercing is better when used against vehicles and maybe buildings. It is usually used by vehicle HMGs since they are more likley to encounter and fire upon these sorts of things.

    This question is posted too often.

  8. Superior intellect and badass reflexes, lol no.

    Like MikeyD said

    One trick is to simply 'not mind' when you miss something. RT takes a different mindset.
    . You really got to just let go. You have to accept the fog of war and press forward, which is hard to do if you played WEGO for years and years with those great replays.

    I always play RT unless I'm playing PBEM games. I regularly play with Battalion sized forces in RT but I do have to make use of pause a lot if I want to get the level of control I really need. I also play at a slower pace and games tend to run a lot longer since each minute doesnt have max action packed in it like WEGO. Sometimes you can also treat some of your extra forces as "in reserve" if possible. This allows you to sit them back and not move them too much until you really need them.

    I find that playing with small forces in RT has it's obvious upsides and some downsides too. If you only play RT with a small force, it really affects your ability to employ interesting tactical maneuvers on larger maps and doesn't give you any leeway for mistakes. Casualties can occure so quickly in this game, especially in RT if you are not watching. In my experience, small forces tend to get ground down very quickly in RT and start to become ineffective vs larger forces with reserves.

  9. Does anyone know why there are two instances of HE listed for the Off Map, US Infantry Battalion 81mm mortar section? Does the second HE listing represent another type of HE round?

    US81mm.jpg

    Maybe one of these three?

    M43A1 Light HE: 6.87 lb (3.11 kg); range min 200 yd (183 m); range max 3290 yd (3010 m); 80% frag radius 25 yd (23 m) (comparing favorably with 75 mm howitzer); fast detonating fuze (explode on surface).

    M45, M45B1 Heavy HE: 10.62 lb (4.82 kg); range max 2558 yd (2064 m); bursting radius comparable with 105 mm howitzer; equipped with delay fuze so some penetration possible for demolition use.

    M56 Heavy HE: 15.01 lb (6.81 kg); range max 1300 yards (1200 m); adjustable fuze for quick or delay operation.

    Round Type Source: http://en.wikipedia.org/wiki/M1_Mortar

  10. *GERMAN DEFENDER INFO ONLY PLEASE*

    I'm currently playing Carbide Caride as Germans in a PBEM game. I'm having to run my guys ragged on this map, slowly retreating and trying to cover key locations from penetration. I feel like if I let any US soldiers over the swamp/stream ditch, I will be screwed.

    For those of you who have played as Germans, what kind of defense did you play with?

    Did you scatter your forces in relatively independent ambush positions or did you concentrate your forces in solid defensive zones? Did you attempt to keep the US from crossing the swampy stream at all costs or did you let them cross and then engage them afterward?

    I'm just wondering how others handled this scenario for Germans since it can seem like such a fruitless strugle for the German side at times.

  11. This just happened to me and my PBEM opponent on "Attk Large Forest (Water) QB-145". The US was suppose to attack and the Germans defend, but the setups were swapped. It pissed me off sumthin fierce after all the force building time I put into it.

    I'm running Windows Vista Ultimate 64-bit if this info is useful.

    I do still have the PBEM save if anyone wants it.

    -

  12. I was just messing around in the scenario designer and the Quick Battle system and found something slightly confusing on the force selection screen. In the Quick battle system, for all months, I saw that a dismounted "Armored Infantry Battalion" is available under force type: Infantry Only. In the scenario designer there is no dismounted "Armored Infantry Battalion" listed under force type: Infantry Only for any date. In the scenario designer all Armored Infantry is listed under force type: Mech Infantry.

    I was going to test out that QB dismounted "Armored Infantry Battalion" I saw in the Infantry Only list in the scenario designer for a PBEM game. When I didn't see it in the scenario designer, it made me unsure exactly what kind of formation that was and how it compared to the mech infantry versions.

    It's a minor niggle, I know, but it just seemed strange that the two different force selection screens in the QB and Scenario Designer were not identical.

    Was the dismounted Armored Infantry Battalion added to the Infantry Only list for QBs just for fun and variety of play?

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