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Drescher

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Everything posted by Drescher

  1. Probably not long enough though Seriously, prepare the assault by simply leveling the entire block, then put some 155 on airburst on the ruins, spray with .50 and grenades then move in to do the body count. For some tactical finesse you could seperate the building complex with a nice smoke screen. There is not much more you can do, from time to time some of those OPFORs go berserk and fire (and hit) their at-weapons, it sucks but thats war i guess.
  2. Atm im looking for an american on-map 81mm, i dont know which formation is fielding them. The armored infantry only has off-map 81s. The germans otoh field them in the panzergrenadier btl. Just go to the editor and have a look. Buy the full btl, then remove everything except a single weapons plt. The 81s will show up in a halftrack. Normally that would be the mortar ht(actually, it IS the mortar ht 251/2, it just doesnt have the ability to fire mounted). As they arent modelled in the game(yet), you need to dismount them and have them set up. Then the ht acts as the radio relay station, as long as there is an extra man inside. edit: ok, found the us hts. Exactly the same, and yes, its the m4a1 ht. The mortar hts carry mortar rounds(now who would have thought that... )
  3. No mortar ht in the game. They are abstracted as mortar teams plus halftrack as ammo and radio carrier(dont forget to place the pl leader inside one of them so he actually uses the radio).
  4. Sounds like you got some real bad luck there, Vinnart. I suspect this might have something to do with the way a team is spread over the action spot. Most of the time they follow a certain layout(havent really tested this though). So the SAW dude ends up in the same spot as the other SAW gunner. Id try sending an AT team, without a SAW gunner, though by chance more than once ive seen the at team having a mg too. Im not sure if passing weapons is modelled, at least i havent noticed this. Would be cool somehow, though it seems it would fit a movie better than reality. Dont get me wrong, this probably does happen in reallife, but if this was working in CMx2 it would be done every battle and in great numbers. You would have players splitting teams to walk the battlefield collecting weapons...
  5. Yes, they do. And it seems to be quite effective. They usually fire 2-3 salvos of ac fire at newly discovered enemy infantry.
  6. I dont really understand either, but im playing the german campaing atm and i have yet to find a way to get the ac s fire their main gun when area firing. I used both target options and the ac s are never using the 2cm cannon, just blazing with their mgs, got 2 killed already because a bazooka team was able to walk through the mg fire...
  7. Very nice! Considering this was done with the Normandy terrain set even spectacular. Though it makes me wanting Ostfront right now... I have enough of claustrophobic hedgerow fighting already (not really...)
  8. Right there on your side of the hedges, exactly. This is a must for pretty much all bocage scenarios. Set up behind to overwatch, i think this was shown in the "Busting the bocage" tutorial mission.
  9. Yep, thats it. Small here means like 3m. These are recon guys, not combat infantry. Just place them on the colored location and have them sit there until say 10 minutes left. Remember to use SLOW for the last 1-2 actionspots to get in position at the bocage. Then simply withdraw. You should get contacts while the us forces are patrolling the area(or whatever they do there...). This will net you a tactical victory IIRC.
  10. What MikeyD said, plus i find that when using QUICK i tend to give rather short waypoints, say 40-50m. With the way movement works in CMx2 units will sort of regroup at the waypoint, this gives them a little rest. Using this you can QUICK your guys around for quite some distance without getting them exhausted. The reason why units did exhaust more easy in SF is AFAIU of course weather condition, plus individual equipment. No body armor, nightvision etc. helps running around, not so much while getting shot at though.
  11. Interesting. Its been a while since ive read the manual for SF but judging from the animations i had always assumed that HUNT would be the movement of choice for spotting. What would they be doing while hunting then?
  12. Interesting discussion, though it has slightly derailed over the course of the last pages. Whats the main issue then? What is a mg supposed to achieve, this seems to me the issue here. People mentioned the Somme battles to give example of mgs outright stopping regimental, even division attacks. But after all this was ww1, without the quite sophisticated squad and platoon tactics, that seem to have evolved in the aftermath of ww1(and even during it). So whoever says the model in BN is broken needs to bring evidence, best backedup by reallife experience. Has anyone tried attacking a platoon position with mgs set up along the flanks to get the most of the grazing fire effect that seems to be present in the game?
  13. well... you still need to exit the map. I tried it now with speedy´s approach and it worked, too.
  14. BTW the briefing says its up to me to either sit tight and wait or try to provoke a reaction from the us troops. Î dont think that the game is able to read out wether someone fired a shot or not and give points for it(though id like it).
  15. Very nice, Brille! Last pic is prizeless.
  16. Nice work with the aged video effect. Great video, though the cliffhanger could use some more work.
  17. **Spoiler** I tried getting to the bocage line from within the field using move and for the last 2 action spots slow, combined with a very short cover arc(like 4m), so i had eyes on the crossroad, then i moved the armored cars along the road to the crossroad to try drawing fire. It worked...found the at gun and the mg position . Afterwards i decided my recon teams had seen enough and withdrew. Dont move along the road with infantry, dont sprint to the bocage line, dont get your infantry into a firefight with the enemy, they have more firepower and better positions.
  18. Those look very good, cant wait to see them in action.
  19. Moon, you have a truely awesome job there. Besides getting all the cool stuff you guys develop for yourself you are probably invited to investigate other companies products(presented by supermodels). And now you tell us you drive your car over package. If you ever think of quitting just let me know...
  20. Yupp, great scenario. The map is a real beauty! Got a tactical victory too playing Elite and RT, going straight for the right wing. It was here when i found out that 60mm mortars cant be set to fire during setup(they can sort of but need to be spotted for regardless).
  21. I wanted to write a few words of appreciation but couldnt get my hands of the game, having a blast so far. Really great job, BF! Thx so much. Like others i was dissapointed with your decision to move to Modern setting after AK, but seeing now the fruits of years of hard labour is so satisfying. I hope you guys enjoy your success as much as i do enjoy your work
  22. IIRC for SF it was everything with HE in it could cause ff(i think it was >12mm). I had a squad of mine coming under fire while assaulting an enemy trench. One guy was killed while trying to throw a grenade, it dropped to the ground amidst the squad taking out 3-4 of his mates... (i think you could find a screenie or 2 in the sf screenshot thread)
  23. I simply love the infantry war, and can say that going to 1-1 representation was the best thing that could have happened with CM for me. But then i also admire the tank modelling, suspensions rocking around and over slight depressions and elevations. Hmm, this makes me a combined arms man i think...
  24. One of the most helpfull commands in the cmx2 engine, i think. YOu can even pick a unit, set a waypoint at an enemy unit and see everything the enemy unit has LOS to, feels almost like cheating.
  25. I thought about the ops question a couple of times. Other than the emergency mission its my impression that for a succesfull fire mission it all comes down to being able to track the spotting rounds. If the FO can view the impact point of any spotting round( and it might even be that he does not have to actually see the impact point at all, sometimes in MOUT it seemed that the dust cloud+shot fall was enough) the mission will be on target. I also had the impression that the last spotting round made the biggest difference. Obviously suppression plays a big role in this as only few spotters will continue to work while under enemy tank fire, and frankly i dont think they made it in the game... I did not really test this though, its only watching things in SF and the demo. When my spotter cant see the impact point of any spotting round i usually cancel the mission right away, as they seem to come down in wild places. With modern troops this is only a small delay, not so on the ww2 battlefield, when easily half of an artillery pieces ammo is already fired on the wrong point until the cancel order is submitted. The XO is the assistant company commander and has nothing to do with FO.
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