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GhostRider3/3

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Posts posted by GhostRider3/3

  1. You could work on it now, using Wehrmacht units to substitute the FJ's, and then swap them to proper ones when the Commonwealth module comes out. Then you will have all the AI plans ready and everything.

    Yikes Sergei I could use some Quick help. LOL So I have everything situated with the 506 ready to go... however the AI just sits there and does nothing. I inputed Territorial Objectives.. Is there more I need to do to get the AI to move there Arse! LOL

    I looked in the book and cant figure out why this is so different then CMx1... hell I put them on the map.. and they go to where the flags were... what changed? I did paint the territorial objective zones?

    Totaly lost and irritated.. LOL

  2. Kurt was pleasantly surprised at the opportunities that battle offered, for him to continue his entomology studies...

    battlefieldentomology.jpg

    Ok Totaly crazy detail... but am I seeing this right! The AT gun looks to have a calculation chart on the inner facing of the ATG Protection shield... the part that looks black? Is that right?

    I was wondering to, is there any German Falshirmjagers in the first release because I cant find any?

  3. Question....

    I just spent 3 days making the SW Part of Carentan...

    I used the exact dates of the 506th engagement and there after but cannot get German Fallschirmjager troops... Crap, are they not available in the first edition?

    thanks for any assistance.. I have used almost every date.

  4. All this talk about "Barkmans Corner" and no history fan has spotted or talked about one glaring mistakes about this scenario?!?? (Sorry Jaws, one of the best scenarios in the game for sure but I cannot wait any longer !).

    I think they have said something in this thread. One thing is for sure... The tank commander is not in the Waffen SS... LOL (in game that is, because there is no waffen SS in the first release, so thats one huge mistake) Secondly I think the road Barkmann is on is all wrong... Pretty sure I saw the actual pictures online. there is a dirt road off of the main road where I believe Barkmann was in ambush.. Under a Large oak, that was a little ways down along a sloping hill, he had perfect view of oncoming traffic on the opposite side of the hill. Barkmann I believe was on the left side of the road at this junction. There were grenadiers around, but the scenerio all though good does not represent the actual location of where Barkmann was at I beleive.. from my readings and the map given.

  5. Ok so I have the Full Version... and The Editor's graphics are all messed up. All the Terrain looks like something out of a Pink Floyd or Led Zepplin concert.

    Game works fine, all the missions are fine... LOL everything is Fine except the editor. I apologize if this has been mentioned before, but I just freaking wanted to get started on Carentan. At least the SW part of Carentan. Cant see dork in the 3d mode.

    is this a bug getting fixed or are some of the terrain modules still screwed up? from the Demo.... Christ... do I need to delete the Demo.. ?? :)

    EDIT: So All of my downloaded files are there.. but ever since I deleted the download (Thinking thats what was causing the graphic issue with the editor because it did not work in the demo) No the game does not work at all. The executable does not work... Run as administrator does not work... the game no longer will load.

    yeah... Love the game... but like with all other PC games.. extremely finicky when mod, or start deleting crap... Anyways I guess I need to reinstall the whole Fracking thing again.. may just wait till my Disk comes in the mail. FCK!!!!!

  6. That one is a hoot! The 2nd time I fired it up, I sent Barkmann straight up the road he's facing to see how much damage he could cause. He got immobilized early on, but was left in a perfect spot where he could see the road and the field to his left. He ended up causing 61 casualties and bagging 15 tanks. Had a couple close calls, usually when he'd turn the turret to bag some escaping crews and then a new tank would appear to the front, but he always pulled it out.

    Not sure my game was bugged out or what. I moved Barkmann a couple of times then his tank stopped moving. Looked at the tracks and it was green.. No Bogged, or Immobilized item came up.. the tank just would not move. real weird. but I still managed to win. :)

  7. I was amazed at how long the rest of the guys in the other tracks stayed in those things. They were standing up firing away and taking some pretty bad hits. This was the second one that rolled in and started firing away.

    snap2114.jpg

    Freaking amazing... Love the screenshots.. I was totaly laughing but damn.. What an arm that guy had. Awesome shots. Thanks for posting.

  8. I know I dont have near the time as the Beta testors, devs... etc. But Damn I have seen some amazing and dumbfounded things. I have seen my Vetran Panther miss targets, Put some to dust, and MG the crap out of infantry... get Hit, bail out, re-enter the tank and continue on. I have seen near misses, complete over the tank by a good country mile due to terrain, Hits that tear apart trees etc. Both Allied and Axis... All im going to say about the complainers here.... Ahh...yeah.. Is this not the best wargame out right now or what.!!

  9. Well Holy Jesus! I have seen some crazy stuff... I need to figure out the Capture picture thing. Playing one of the Battles and Recon vs Recon. Playing as Germans and the battle was intense. Brewed up M8's and Jeeps.. two jeeps were on the road and were brewing and exploded in a secondary ball of inferno killing the mortar crew next to the jeep. Another group traversing a Bridge and I thought I had it blocked as a m8 scout car was brewed up already and blocking.. yeah right.. they shoved it aside and knocked out a Puma... we brewed up the rest and I was looking across the map when suddenly a secondary explosion rocked the bridge twice destroying a M8 in the process of bypassing the M8 that had a secondary explosion.

    The direct fire from US mortars can be FREAKING Lethal!! took out a SPW, and tried to rock some infantry before they were in turn engaged by the SiG.

  10. I know, I have only played a few missions... but HOLY DETAIL... I knocked out 2 US Jeeps right on the road together... and a M8 Greyhound nearby. The 2 Jeeps caused secondary explosions which left a small crater beneath them wounding some of the Rattled and panic men near by. Then the M8 blew up with a secondary explosion after it had been on fire for 2 minutes causing a .50 cal jeep right beside it who was taking cover to brew up... Damn good!

  11. I think Uniform wise right now they all look really good, and am curious if Battlefront will add the following without mods.

    German Heer Panzergrenadiers wearing the Heer Smocks at random.

    German Waffen SS wearing a mix of 44dot Pattern, and wools and Smocks.

    US and British Para units with possible Airborne insignia with a mix of the DPM Smocks/ Berets

    Royal Marines again with a mix of the DPM smocks and Beret.

    German Para units with a mix of the Heer Jump Camo uniform and the regular Grey/Green I beleive.

    Will the shoulder boards of the Germans be as detailed in representation as it was in CMx1

    Same thing with the Soviets.. level of detail with some of their smocks and camo.. although not as common of course as it was with the Germans by far. Maybe just their Snipers.

    Anyways I hate downloading mods.. as Im not that savvy with how to do it, as it seems its always a crazy process to get it to work...at least in my past experiences.

  12. So basically my machine is running great... and now thanks to Sgt Joch I see how to adjust. Because lets face it... I want to be able to see the Arm patches of the US soldiers if they have any... Paratroopers at least right? Shoulder boards of the enemy... and the whites of their eyes real good. LOL :)

  13. How about a Pacific version....Guadacanal, Tarawa, Iwo Jima, New Guinea, Saipan, Okinawa, Marines storming the Beaches, Climbing Sirobachi, Jungle Warfare, Banzai Charges, etc.....

    Not sure about that.... Alot of jungle fighting, minimal use of armor = boring. Lots of Allied Naval and Air Power, although the battles were intense the material used was pretty onesided as the Allies had mostly complete Air Superiority and Naval advantages.

    I dont know... could be cool but I think BF team have their work cut out for them for the Russian, Meditereanean and the other goodies for the European, Ost Front, and North Africa campaigns.

    Although what would be nice is a updated "Great Naval Battles" game with killer graphics. But thats a whole nother issue.

  14. I thinks its honestly fair to say that this IS NOT working as there is no bracketing. I have just dont the thing again as German and my Panthers never missed the target, either buttoned or unbuttoned. Same thing happened. Sherman crests rise, Panther turns, shoots and hits 1st time.

    M10 runs right to left, panther (buttoned) turns about 40 degrees, shoots, hits 1st time.

    Range, between 750 and 850 meters.

    I reiterate for the last time, there is no bracketing, its CMSF robot shooting Im seeing.

    It simply means that if playing the AI all you need to do is wait.

    Interesting. As stated above I have had completely different results then yourself. I have seen the Panther Miss a ATG at less then 400m, and I have also seen my own Panthers shoot the freaking ground not 300m in front of them as they had misjudged a slight defilated area. Anyways by the end of today I would have played the US and German side about 5 times each (closing the Pocket). I have been getting different results each time... well since I know the map and how much each force has... mostly different results, but the demo is still showing the AI capablity to try and adapt to the Human players move pretty good.

    Also I just wanted to add that the Russians were either shocked or had a coming to jesus if you will when their tanks were getting anhialated at 1200-2000m from Panthers. I think everyone knows in certain reads that the best thing the Germans had going for them vs the masses was distance... and the Germans managed to do pretty well vs roaming Soviet T-34's etc. That being said, the demo does not suprise me one bit when a Panther engages from what I would call CLOSE COMBAT Ranges of 400-800m and instantly brews up a Sherman. That also being said the Panther is highly vulnerable vs the Allied tanks from flank attack or by the 76mm gun of the M-10 or Sherman, as I have witnessed in the demo numerous times. (One incident involving 3 Shermans firing from 600+ meters and the Panther crew bails, after a casualty and track damage... the Shermans ended up brewing the Panther regardless.)

  15. If one is getting ready to assault a building, can I get units to fire upon the building and assault it and the firing units will stop when my units get close?

    I thought I read that is how it works but it didn't seem to be that way when I was playing the demo the other day

    Thx

    jonpfl

    Well not a good idea if your playing in wego mode. I had a Sherman firing "Light" on a building to suppress the occupants. Well needless to say in 1 minute I lost an entire squad of men... due to the .50 cal and .30 cal ripping them apart as they tried to assault the same "Front" entry.

    I beleive if you are using wego, look for an alternative entry point, however the bullets will still be ripping through the building so suggestion as already stated would be to suppress the building...usually will rattle the occupants or more, and then Assault it without the suppressive fire.

    Yikes.. or forget everything I just said. Aparrently from YankeeDog the units are alot more capable now at multitasking. :)

    Cheers

  16. One of my tanks lost a crew member and it took a few minutes for them to do more than sit there. In CMx1 a tank crew was automatically "shocked" when a crew member was killed. I think CMx2 has more under the hood that determines how a crew will react in that situation. Sometimes they even bail out and you have to wait until they calm down before you can get them back into the tank.

    Yes indeed I had a M10 crew completely bail and run for their lives as they took a round from a Panther. It took 4 minutes before I could send them back to the tank....

    Another thing that happend was I had a Marder crew bail after artiller hit in the area, as the crew was running back to their marder to re-engage the enemy a Sherman decided to take a shot at the empty Marder, brewing it up right in front of the crews face.

    :)

  17. I think its fair to say this IS working, if the tanks are closer there are way more frist round hits (less than 400 m) if the tanks are far apart (more than 800m) you will see some bracketing where the rounds fall short or fire over the top of the target and fall long, this is realistic and as an aspect of the simulation of WWII tank gunnery I think the accuracy changing depending on range is working quite well in the game. IMO

    Exactly... this is why I think its fair to say that they (battlefront team) has it spot on right now. There are alot of factors in not only targeting but execution with each tank crew, Battlefront has already stated im sure the numerous ammount of time they have spent, and playing both the Germans and Allied forces 2-3 times each, I have to say its one Hell of a shootout at 800m. But the Panther will have so far had no trouble brewing up any Sherman or M10 as they decended down the hill within 458-530meters. That being said When I was playing as the US I had my M10's in hull down Overwatch, and they were engaging the Panthers at 750-810meters give or take and some of the SHells were missing, ricoceting, penetrating ans spawling the armor... Everthing was going well, but it was a 76mm that KO'd a Panther while traversing and got a good angle hit from 450m. The other Panther was taking out by a side Hull Shot from the 57mm ATG.. only after taking direct fire from the Panther which missed... and the 57mm ATG had no less then 6 Hits on the Panther.. I think it was the 7th that took it out from about 400m.

    Anyways.. I think the accuracy is just fine. In fact Im playing the US side again "Close the Pocket" because its pretty intense.

  18. I'd say tank gunnery (including survivability) was the aspect of CM:BN that was hammered on more than anything else during testing. In fact, just last week we had a 300 post discussion about when crews should bail out based on damage sustained.

    People have to remember that a good crew, decent LOS, should produce a hit first shot almost all the time when ranges are under 400m or so. Whether it is a Sherman 75 or a Panther, there should be an extremely small chance of a miss at such ranges. When you extend out from there things change dramatically.

    We've done just about every test range scenario you can think of to double check where things are at. Are they perfect the way they are now? Eh... I hate that word so I'd say "no". Are there any significant problems with this stuff at the moment? No, I think we've proven that things are pretty damned good actually.

    Steve

    I have to agree with Steve. In the scenerio "Closing the Gap" the ranges from Hillside to Hillside was around 800m at the very most. Even at this range I was seeing some misses from the Panther, M10's and the Shermans... I have played that scenerio 4 times, and have noticed that if the Allied or axis forces were closing on the village shortening the range that both sides would take excessive number of hits if their opposition had good LOS
  19. So then I played the scenerio as the Americans thinking I would get my arse Kicked... Thank god for Shermans! LOL

    1. I left the setup the way it was except I moved my 60mm teams to the east near the fenced in area... BAD!! I also moved 2 platoons back from the orchard into the buildings...again... BAD!!

    2. Started off with a German Bang... ( I mean I wish I knew how to copy to video) Germans lob Smoke rounds.... and spotter rounds...Which I did not see... Very BAD!!

    3.The Germans start lobbing 81mm and 105 shells with freaking accuracy from hell... Spotters must have been Knights cross holders. :) Anyways one of the Mortar Squads and assistants took a direct hit... and the Orchard was completely wrecked.

    4. My shermans emerge and I immediately send 2 75mm Shermans to assist the Village wich is now gettng overun with Germans.. they have inflicted heavy casualties to the infantry facing the orchard. (German mg42.. maintained complete fire superiority for the next 3 minutes.)

    5. My 2 sherman Tanks arrived and immediately opened up with the .30's and the .50 cal and HE rounds....disintegrating infantry... Needless to say the German infantry suffered immensely.. and were in a complete route. I also directed my last remaining 60mm mortar to direct fire...inflicting 23 casualties.

    6. Tank battle ensued and the Marder III;s were quickly dipsatched with the assistance of the Eastern 57mm ATG. I eneded up losing 2 M10 TD's for all 4 Marder III's.

    7. The Panther Tanks all of a sudden came over the hill and were in quick time to the village (AI most likely thinking since it is on the attack it must still take the objectives)

    The Panthers were quickly engaged by the two 76mm Shermans and 2 M10 TD's and the Eastern 57mm Gun. A 3 minute battle ensued and the Panthers took numerous shots. One of my 76mm Shermans was positioned just Northwest of the West bridge near the Victory area. The other Tanks with the exception of the 2 75mm shermns were on the south hill.

    The Panthers tried desperately but were being shot at from different angles... A crew from one of the M10's dismounted and ran, another 76mm Sherman got its teeth kicked in but kept on slugging it out... when the dust settled... both Panther crews bailed, one being disabled and finaly brewed up by the 57mm ATG at about 500m

    End of story.. SHermans advance and take out remaing remenants...

    DAMN GOOD... The AI wether playing defense or offence really does a good job of fire and manuever, concealing its movements and using direct fire vs hardend area, or areas of resistance. Tank on tank anyone who says they are too accurate... not the case. One of the Panthers I have to admit was backing up when it knocked out one of my M10's.

    Great job.. that battle was probably the most intense I had played in some time.

  20. **Spoiler Alert**

    Freaking AI is pretty damn good. "Closing the Pocket" First played as Germans. All in all I decided to go straight up the middle with my infantry.

    1. Started with a barrage of Mortar fire in the orchard 'linear" and where I thought I would hide a AT gun on the edge of town. SE side.... Also began a Barrage to the Town with my 105mm Artillery... Actually must have had a good spot.. came in Heavy and anhilated alot from the looks of the After Action review..

    2. After the Artillery the Panthers arrived, They began pinpoint direct HE fire on MG positions in town.

    3. The Marder III's arrived and I positioned all but 1 of them on the East side... with 1 Panther ( The other Panther had already made a fast track to the woodline to the West...and was hunting. The other Marder III headed due west to provide more assistance to the other Panther.

    4. HUGE Fire fight breaks out upon discovering the M-10's and Shermans. they were coming from the SW, Middle, and 2 Shermans from the SE.... Lost 1 PSW during this time to the west side of the Village. 1 Panther took a few hits but proceeded to take out 3 tanks before loosing optics and Comms. The 3 Marder's on the same side took out another 2 M10's while the other Panther took out the last remaining US tanks. The tank Battle lasted about 4 minutes.

    5. I started recieving prep and spotting rounds to two MG squads. before I knew it they were getting pelted with 105rnds and injured a partial Marder III crew.

    6. I manueverd my men and my Smoke rounds were inbound to the town.... My Infantry engaged what was left of the US infantry forces...and my Panther Tanks engaged the remaining ATG and basically flanked the town with direct HE fire.... Needless to say it was a German total victory.

    It was super cool seeing the action up close.. Freaking amazing.. Playing as the Americans was even funner... to be continued.

  21. GhostRider, it was mentioned in another thread that to lightened the file for the Demo d/l

    that they took out a lot of textures in the editor. Also, in Closing the Gap, the took out the H/T's and kublewagon.

    Ahhh... LOL I must have missed the memo. :) its all good, thanks for the heads up

  22. Well I must say i am not disapointed one bit... In fact when I get done writing this.. Im going back to replay another mission. the only thing I really wanted to do today was play around with the editor, but its not really working that well.. the colors are screwed up an deploying some of the foilage does not appear to be working... not really a complaint as this is only a demo version.

    I hope everyone else is enjoying the demo!\

    Oh yeah I almost forgot. In closing the Pocket, I had no halftracks for the Mortar team... not sure if they were to be there but they were not??? Also there was no kublewagen... I could have sworn they were there in the VAAR, but maybe not for the demo.

  23. What about the StuG IV? I would assume they were in the American sector.

    Yes they were there in numbers. The 17th SS GVB were in the US sector with about 42 StuG IV's and numerous AA trucks Sdkfz 7's. They would have been around the Carentan area.

    However again as we all know the Waffen SS will be available with the British etc in another package.

    LOL Looks like Sergei beat me to the answer... :)

    However the JagdPz IV/70 did see action in Normandy... I think Panzer Lehr had 16 or more, the 106th Pz Brigade also were equipped with them also. The 12th SS HJ division did recieve theirs as well, but they arrived after the initial landings. They were also used extensively in the Ardennes offensive.. I think there was over 300 used then. They like all other TD's were always better at defense then offense.

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