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MisterMark

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Posts posted by MisterMark

  1. I'm playing as the Americans in the Courage and Fortitude campaign and in the first battle one of my split squads was in close combat trading blows with an anti-tank team in the opposite hedgerow.  They started throwing grenades and as I watched the stats on the unit, I never saw the grenade count go down.  It was at 5 and I counted at least 2 grenades thrown.

    Is this a bug or is there some other nuance to the accounting that I'm not aware of?

     

    -Mark

     

     

  2. I'm aware of the pause feature with a time limit and use it often... however, if you cycle through the options, a straight 'pause' with no time limit is selectable. What exactly does it do other than make a unit just sit there and in what situations is it most useful?

    Thank you,

    Mark

  3. I know you have to have the commander unbuttoned in order for the 50 cal to be fired on a Sherman... and for Sherman's with the 50 cal positioned forward of the commanders hatch, this is not a problem.

    Question is, how do you get the commander to fire the 50 cal on Sherman's where the gun is positioned on the back side of the commanders hatch? I've tried several things and couldn't get it to happen... My guess is you can't direct his fire but he may be able to fire on targets of opportunity that just happen to be in the opposite direction of where the turret/main gun faces. But I've never seen that happen so its only a guess.

    Thoughts or solutions anyone?

    Thanks,

    Mark

  4. I feel this movie is most certainly worth seeing... It gives you an intense sense of battle action... I don't think I've seen such spectacular effects with tracer fire in any war movie so far. As far as historical accuracy, it's about as good as it's gonna get for a hollywood movie. And like most hollywood movies, the story line depends on a few too many unlikely twists of fate as well illogical decisions/calls by the main characters. The big climax battle at the end is a bit too fantastical... I think it's the only time you really have to suspend your disbelief in order to enjoy the movie.

    On a more technical level, the only thing that really had me scratching my head was when the four Shermans traveling line abreast got surprised while motoring right into the face of the lone Tiger... Smoke rounds were fired and the platoon immediately reversed the opposite direction, which would probably be a likely response. But once they regained their composure the platoon of Shermans decided to run straight back at the Tiger, guns blazing. Having played so much CM I kept thinking to myself they should split into pairs while they were reversing and immediately tried to get on the flanks forcing the Tiger to traverse and engage only one pair of flanking Shermans while the other pair knocked it out. :)

  5. I've wondered about this too with unspotted sound contacts. In a WEGO game you, if one of your tanks spontaneously seems to explode (due to a hidden ATG) you can rewind and scroll around the battlefield and manually locate the gun from it's sound signature with enough searching.

    My question... is this standard practice for most and how 'gamey' do PBEM players think this is?

    Thank you,

    Mark

  6. I get that in order for subordinate units to perform at their best they need to be in some form of communication with their commanders.... But I'm a little unclear how things work under the following situations (assuming all units are in communication):

    -Say the commander of a battalion or company HQ gets killed but the rest of the HQ are fine. Does that mean every man in every subordinate HQ and subordinate platoon take some kind of moral/performance hit? Or does moral/performance stay intact for all the subordinate men as long as there is *some* member of the senior HQ still alive?

    -At the platoon level, does the platoon take a performance/moral hit if the 'leader' of the platoon gets killed even though all commanders of superior HQ's are alive and well?

    Also, regarding command bonuses... Do those bonuses only apply to the particular HQ or do they have some kind influence all the way down to each man of each platoon?

    With CMx1 chain of command and command bonuses seemed pretty straight forward and easy to understand... There just seems to be a lot of ambiguity, confusion and lack of information with how it all works with CMx2.

    Any definitive thoughts on the matter are welcomed.

    Thank you,

    Mark

  7. I know in CMx1 you could set up an ambush by hiding your infantry in good cover and setting up a target arc. The unit for the most part would remain undetected until something passed through the cover arc at which point the hiding unit would come out of hiding and surprise the enemy with fire superiority.

    In CMx2 it doesn't seem to work the same... if I recall correctly, you can hide your unit and set up the target arc the same way, but your unit won't come out of hiding and surprise the enemy with overwhelming fire once the enemy has entered the target arc.

    Does anyone have any suggestions on how to set up an ambush similar to CMx1 in CMx2?

    Thank you,

    Mark

  8. I am playing the germans and have a commander trying to call up an idirect fire mission from a nearby deployed 81mm mortar. I want them to drop their smoke rounds instead of their HE, but it seems I don't get the option when setting the fire mission parameters. Seems strange that the game won't let me do it. Am I missing something? FYI, I know I'm not misinterpreting the ammo count as there is plenty of HE and smoke rounds available to them.

    -Mark

  9. Anyway to purchase a command chain of M10's that are commanded all from M10's? Seems when you purchase them (in 44) you get the battalion HQ, the Company HQ, and Platoon HQ all on foot... Makes using the M10 difficult as you have this gaggle of HQ's chasing them around in order to stay 'in command'.

    Conversely, you can purchase a command chain of Stuarts with all the HQ's commanded from individual Stuarts themselves. Makes a lot more sense and can't understand why this can't be done with the M10's?

    Any info or insight would be greatly appreciated,

    -Mark

  10. Can anyone please tell me why the Stuarts button up when firing? I know they did this in CMx1 so I reckon it has some historical relation.

    However, in CMx2 they unbutton right after firing and during a succession of firing it seems rather comical watching the TC pop up and down... sort of like that game at the state fair where you try to hit the ground hogs on the head.

    -Mark

  11. Did it make it out the other side? I had a tank once that ended its move inside a building and I could not give it any more move orders and remained stuck there. I often wondered if the move end point was further forward if it would have been OK.

    BTW the order I specified should have had the tank pull up *next* to the building - some how the pathing was tweaked and it ended up in the building.

    Yeah it made it through the other side no problem!

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