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GhostRider3/3

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Posts posted by GhostRider3/3

  1. which set of shots are you referring to GhostRider? - if you ignore the compass for the moment, the start of the map is the very north of ingouf farm and there is one stone bridge here and that is bridge number 4 - the last one they crossed before fighting in the farm grounds, then there is the farm and the small village, to be filled in is the surrounding fields and pastures and finally at the south of the map (opposite end to bridge 4) will be the town outskirts

    Ahh ok that makes sense, thank you so much for clarifying. I have been in the process of making two maps.. one from Dead mans corner and surrounding area.. and another that follows the road to the NE from Dead mans corner. I have just been getting photos, and doing some leg work on distance using google earth.. some great village road shots, you can follow using their system. Anyways its been 2months and still not finished. Maybe by March...hopefully. when I figure out the best way using flicker I can post some pics.

  2. But my god can a well-placed 88 be hell on a large map with a good LOS!!! You better hope you can get some 81mm mortars to rain down on it!!

    I really hope that team BF gives more options for digging AT guns in for the Eastern Front campaign.

    I truly hope so, and more options for Pill box bunkers.

    I made a small scenerio where an 88mm was in a semi urban enviornment, covering a road and small clearing. I think its all depends on placement, because the gun lasted the entire scenerio and the US forces had Mortars. Any major Asset needs to be protected, wether its a valuable piece like the 88Flak gun or a Tiger Tank etc. Just randomly putting pieces on board with no thought is going to be frustrating... especially when you lose said piece.

    Placement, cover arcs, covering your flanks, and getting LOS to the enemy High points or their LOS areas where you can nuetralize their spotters etc.

  3. Question... does anyone know if the trucks and SPW will accomodate teh STG44 Ammo for once? It would be nice if at the very least you can pick your ammo loads as an option, sort of like picking Vetran, Regular etc... picking the loadouts etc.

    I realize the STG44 was rare, but you think in Company-Battalion sized battles you would be able to get ammo somewhere?

  4. Unfortunately, Fallschirmjäger will not be present in the Commonwealth module, only SS and Luftwaffe Field Division troops.

    Hello Blucher! as a Beta Tester you may be privy as to why are we not seeing the Fallschirmjäger as a patch, or added into the Common wealth module?

    I find it odd as they fought all throughout the Normandy Campaign and in defense thereof later. It would be nice to include them as they played pivitol parts in the Normandy campaign.

    Im sure this has been discussed but I still am at odds. It definetly will not stop me from purchasing the common wealth but... its just odd. It is difficlut to make halfway realistic scenerios in regards to the Peninsula Normandy area. Carentan, Normandy, Brest. afterwich they were primarily Luftwaffe Div with honoray title of Fallschirmjager.... as para operations were pretty much out the window by that time.. mid 1944 ish.

  5. So basically we should be appealing to the design team to make some actual box cars etc. I know there was alot of fightng on the Eastern Front that involved the much needed rail junctions... so maybe in the Eastern Front a year from now? maybe.... would be nice to even see some actual armored trains with actual 20mm-mg's etc. I know the soviets used them as well.

  6. Interesting... I actually have never had any pathfinding issues... except for when I make them... I generally observe the topography of the map looking for openings. I think there is a setting to limit your views... its been about a couple weeks since I played last.

    the onlytimes I create issues for myself is when I try and traverse them in Heavy woods, not realizing that it is "impassible" and that they are actually obstructions. This has caused numerous casualties.. however I know what to look for now in the terrrain features. The only other time is in Heavy Urban areas, where they go out the wrong door.. and head out right into enemy fire. Other then that I myself have not had the issues the others are seeing. Im sure like Holien and others have said this will probably be addressed in CM Commonwealth.

  7. Awesome map, can not wait to download it. I had been trying to create the Urban areas... by using aerials... the photos here are excellent. However doing the Urban areas is crazy... Carentan is alot bigger then I expected. Anyways where would the city of Carentan be in reference to your map? South, as the Ingoug Farm I believe is North of Carentan on the Causway. I know there was an urban battle.. and the Fallschirmjagers retreated back, and then counterattacked. Is the map you created the area where the Us forces first advanced upon Carentan?

    I have been waiting for the Commonwealth forces to come out, as you will be able to use Fallshirmjager Forces.. I think. Anyways have been getting lots of pictures and aireals for Villers Bocage.

  8. I am sure someone will do a spot of modding, whether it is realistic or not. Highlight of the year though, will be the Arnhem module.

    This time OMG will succeed!

    LOL nice.. I am very much lookign forward to playing both sides... one of my favotite movies is a Bridge too Far.. classic. It may not be super realistic, but I think its a good move.

    The Urban combat and the bridge battle will be epic. In playing the Germans.. you would have to be an idiot to cross the bridge with your recon element... lol

  9. So since you mentioned nothing about any special game abilities, I assume that such teams are basically be used normally.

    If your talking about the HQ Support and XO's. yes. I dont think they have any other function in game but to add dressing to the game.

    That being said however. You can create scenerios to target Command Units, and HQ Support, XO's and CO's would be the prime targets regardless if they have no "in game" function other then being part of Order of Battle.

    Just like you can make missions to win by taking out all of the Armor... whatever?

    That being said, for a Military game such as this, it is essential to have such units in game to bring the flavor of Company-battalion even regimental size units and be accurate.

    Myself wether I am creating a scenerio or playing one... I generally think of my Support HQ as my "First Sergeant" or Highest ranking NCO... and if I lose that unit.. well that sucks, as you would have lost your highest ranking NCO. XO I generally keep away from the CO... as I generally will split my Company up.. having the XO assist the attack with the other Platoon leader.

    Call it Roleplaying or whatever... but they do have functions in real life. Maybe they can give both units more of a Command fucntion. However the HQ Support if the unit is actually portraying the highest ranking NCO should be a high Moral boost for the troops, as he was generally the Big brother or Father to most.

  10. +1 (!)

    So now I'm on to another quick battle. I've played a couple of those now, the first two with automatic troop allocation by the AI. Worked out well enough, though in one of them the main body of my force consisted of MMG and HMG teams (and ammo bearers). Only 3 squads of infantry, but probably 15 to 18 MGs (most heavy). Seemed odd. Any comments?

    Now I'm on to another in which I'm buying my own troops (and letting the German be auto-selected) with an infantry-only constraint to both sides. Why can't I buy paratroopers in June 44? (And why are engineers referred to as 'pioneers'?).

    And what is an "HQ Support" section for? Under several types of platoon leaders (or battalion) I'm seeing things like the HQ Support, and an XO team, and an "operations team".

    I know what an XO is, but do they have any C2 functionality in the game?

    What is an Operations Team for, and what is an HQ support section for.

    How do people use mortars teams after they are out of ammo? And the ammo bearers?

    I understand from reading the manual that basically higher tier, parent-type HQs won't affect subordinates that have their own integral HQ. Is that always, or 'only while the integral HQ section is alive'? I've ended up some times with HQs that had no attached subordinates to command, but if I double-clicked on them, the entire battalion was selected for movement. I'm a little lost as to the distinction between being the "HQ" of something like a battalion or platoon and being a viable C2 helper/morale helper. What's the point of taking risks with a company or battalion HQ section when it really has no subordinates that it can improve through command?

    Should I be starting to notice distinctions in how units perform based on whether they have no commander (either dead or not in C2 range), versus a unit that can see the commander, versus a unit that can shout/talk to the commander?

    In short... I believe the HQ Support is primarly the staff NCO's that support the XO and CO... In Company size and above. wether it be Battalion size, or Regimental. These would be the NCO's attached, primary function would have been logistics, support. I beleive...

  11. Another Picture.. this one taken from Arnhem 1st Battalion. Courtesy of Wikipedia. Although Im pretty sure they all were wearing Para Helmets in cases like Pegasus, Arnhem.. Is it possible some of them preferred the Para Helmet over the Mk II etc. I have seen Numerous pictures wear Commandos, and Para Elements wearing their Beret and Helmet Mixed. I am pretty sure someone will just mod it making at the very least the officer in Beret or one of the troopers... Anyways I really cant wait for the Commonwealth forces to come out.. Already pre-orederd.

  12. Flavors can be fussy about how you place them and where. I tried the overlapping shed thing and it stumped me. I have yet to have something get stuck though.

    Immobilized halftracks and tanks on the rail line can make a semi-decent armored train.

    I do wish we had rolling stock flavors, along with a few other obvious things like chutes and gliders. I suppose the rail cars would be in the buildings section of the editor though, since units would enter and leave them.

    Thats a great idea... not sure it would be flavor object but an actual object as you would be able to enter in them and take cove.. like on a FLAK train... that would be sweet.

  13. Wall posters are the worst PITA. I can never seem to fix them to a wall and nudge them into position without either leaving them suspended in air, or pushing them inside the wall.

    BTW, now that I've dissed this flavor object, I should confess it's also my favorite -- wish we had more of these, or larger ones -- like those wall-sized ads for Dubonnet that one often sees in the war photos.

    Yeah... it is really difficult with posters. I usually deploy about 4-6 on each wall at different points from the wall.. some make it.. some dont.

  14. The impression I get from player comments is that fausts and schreck teams are too easily seen by buttoned up tanks, and many times they dont take the shot when it seems good, and the armor then kills them...

    I agree with you completely. I normally will try and buttom tanks up by firing anything at them... they Button up quickly.. and I move my AT teams to their flanks.. even behind them.. the Panzershreck or Faust team usually gets hammered by Allied Tanks with FORCE sensitive crews... LOL

    Even in tree lines... well back from the edge... they get spotted by passing tanks.. while they are hidden... Although while playing the Germans... my tanks devestate their infantry... so not sure how it has been designed in gam.

    All I know is.. if the tank is buttoned up visiblity is reduced.. and they sure as SHIaat.. they cant see behind themselves that well as there is only one port.. the Command cuppola.. thats why attaching infantry to tanks was so crucial.

    However I will try YankeeDogs approach as far as cover arc's. This being said, I one had 3 squads of infantry destroyed by one Buttoned up Sherman tank. LOL it was gruesome.. grenades going off, Panzerfaust at 30m or less.... All this took place in dense wood.. and the tank seemed to know where everyone was coming from in 3 different directions... so Im a little cautious about using Tank Hunter teams... unless the tanks are buttoned up.. and I can approach by the rear facing of the tank.. I usually keep them out of harms way.. or really do not deploy them. However they work great against Armd Cars, trucks etc. maybe they are easily blinded.

  15. Say the photo with the German AT gun.. is that a Mod for Normandy.. or the new Commonwealth? I just thought it was odd looking to see a Heer Splinter uniform next to someone wearing a 44 Dot pattern/Plane Tree/Oak pattern used only by waffen SS.

    The mod looks great otherwise. Im not sure how realistic that would be. Even the Italian Camoflauge captured by the Germans were pretty much only distributed to some in the 1SS DIV. LAH, but mostly went to the new 12th SS Div. Even still it was rare to see the Italian Camouflage... but there are some good pictures of it during Normandy. In my own opinion I dont think I would mix the two together.. Heer Splinter and anything the Waffen SS used, as it was 98% distributed to only them..... or higher % im not sure. Not trying to nit pic but for authentiicity I would wait on a different Mod myself.

  16. Interesting thread... I know the Germans would carry either their Feldmutz, or Schiffchen into combat and wear them probably in the same way the GI,'s British Paras would as well. Probably depended if they were in immediate contact with the enemy. Although personally I would probably be wearing my helmet in front line combat.

    Anyways im sure that someone will make a mod with some differences just to get that Red Beret in game.

  17. Did I see two different para shots.. some with the Denison smock and another in full Wools? Just checking.. maybe one was the British Regular foreces.. or Canadian.. not sure. Can anyone eleborate on the Screen shots.

    Also the German Waffen SS screenshot looked all wrong. It appears they are wearing smocks.. and the pants are the same style.. which would be incorrect unless they were trying to make the 44 dot pattern.. which would have been alot different in color looking.

    Most of them wore either Dot bottoms and smocks "oak leaf" Plane Tree" with wool bottoms or Dot 44 Top. Most of them were pretty muched mixed..

    Anyways its a small matter.

    Trivia.. did you know besides the RZM.. Hugo Boss assisted manufactured their uniforms?

  18. Lay down linear smoke missions in front of the Tiger crest and rush them. If a Sherman spots a Tiger at long range, order it to shoot a smoke round at it.

    LOL I dont think the opponent in real time is just going to sit there, but I think Sacrafice on the opposing side is surly a possibility. Hell I only had 2 Tigers in one mission I played, and destroyed 36 Shermans at ranges from 600m to 1800m They only immobilized one tank. Anyways anyone ever laying a smoke screen in front of my tanks, I just back up...and SMOKE em... LOL as they try and manouver through the smoke...or around.

  19. The only thing I have an issue with, is that its mostly optics that go first, seemingly no matter where the tank gets hit. The Germans used to carry spare sights that they would just basically plug in play.... LOL Other then that, Im having a blast....literally.. LOL

    Have to remember though is the calculations Im sure they have tested to the ummph degree. Range, weapon velocity, ammo type and penetration right.... or something. Anyways that has been talked to death, and its pretty much unanimous that the calculations they use for tank damage for a GAME... .is great.

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