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Baneman

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Everything posted by Baneman

  1. I've definitely seen German infantry lob more than one stick-grenade into the open top of an American TD ( might have been one of the smaller varieties of open topped AFV ). I don't have CW, so it's certainly the case in 1.01 - may even have happened in 1.00. It was brutal. They were extremely close though.
  2. Semi-deployed means it's not set up on its tripod. You have to give the Deploy Command to get it set on the tripod. When you've given the command, the Deploy button will show a slight border ( could be made a bit better, I know ). Ideally you give a movement order, then click on the endpoint of that order and give the Deploy command - they will move to the destination and deploy on arrival.
  3. Considering that we played with what were practically Lego-men in CMx1 for 10 years and were perfectly happy because we were driven by the game being as accurate as could be managed, I find the moaning about some missing textures to be a little over the top. Since I'm still keen for the game to be as accurate as they can make it, I'd far rather BF were working on things like tank-target-acquisition-speed or similar in the quest for accuracy than for eg. tank internals graphic representation. Opinions seem to vary, but aren't most of us after the game accuracy ? Dedicated individuals like Aris and others too numerous to mention have already raised base-game graphics to a new level - how about we let BF concentrate on the big stuff ?
  4. Definitely some casualties - my only experience with this involved 2 men in a building that was destroyed and both men died.
  5. The first turn is just to set your password. Your opponent will then do the same - you'll only do setup and suchlike on Turn 3 A little obscure, but once you know "the trick" it's ok So, in your case, your opponent set a password and mailed it to you. You did the same and then mailed him the file from your Outgoing Email folder. He will then set up and send it back to you to do your setup.
  6. Has anyone noticed that sometimes a movement plot shows the green "you can move here" arrow, but the vehicle will not go there ? I've seen it with vehicles and once with infantry ( I wanted to know if they could wade a river - the movement command showed green for every pixel of river, so I assumed they could cross, but when they reached the water, they balked ). I'm probably missing something to do with how you really tell if something is impassable or not - any ideas ?
  7. Further to this discussion, an event in a current PBEM ( v1.01 ). Earlier, one of my armoured cars surprised an American recon element and took out a Stuart and an M8. Some of the crew of each were killed, but at least 2 or 3 crew got away ( dawn battle ). A while later, a different armoured car ( Puma ) rounds a corner to find 2 crewmen casually crossing the road in front of it. It lets rip with the coax, but as is the way of MG fire (mostly), manages to find ways to shoot close to them without actually hitting anyone. The crew - to the undoubted rollicking enjoyment of my opponent - standing bolt upright in the middle of the road, MG fire screaming past them, level their pistols and take out the TC with a couple of rounds. AC panics, pops smoke and reverses away into hiding and the crewmen continue to walk away ( probably whistling ). Granted, the range was probably within 20m, but they took NO avoiding action like hitting the ground or running away ( one would think their morale would be a bit low having lost 50% of their mates when the tank brewed up - they may have been the AC crew though, don't know if they took casualties ). I can laugh about it, but it's still a bit of a teeth-gnashing moment. And I think it shows the crew "thing" is more a morale thing than a pistol-accuracy thing - although I would have thought that an MG would be more likely to hit someone at 20m ...
  8. I haven't found speed to be a factor - in fact, slow speeds seem to induce a slow pivot rather than a proper turn, but they seem to do this even from a stationary start. I'll see if I can take some screenies to illustrate, but it is easily reproducible - I noticed it happen twice in the last turn I watched.
  9. NB: This thread has nothing to do with CW and the issue may have been fixed in CW/1.10. Something I've noticed a lot lately playing scenarios with Armoured Cars/Light tanks is their tendency to massively oversteer ie. I give an AC a command to turn 90 degrees to its right, then to drive off at some speed in that direction. The AC obeys its command and dutifully turns 90 degrees to its right - but then, instead of driving off, it continues to turn - up to an additional 45 degrees, then suddenly moves off, swinging back to the commanded direction. Not only does this take extra time, but in tight terrain, it can lead to all sorts of weird facings. In a battle I'm playing at the moment, an AC was told to move forward about 20m, then turn right ( about 90 degrees ) onto a road and move down it. After turning onto the road, it continued to turn so much that it moved back off the road, up the embankment, crossed a hedge then travelled about 100m alongside the road before turning back to rejoin it. It's a bit weird because during the process, it is facing in exactly the direction it needs to be, but ignores it in favour of the "extra". Easily reproducible.
  10. Personally I find that splitting squads into teams is practically mandatory. Primarily, this can save some men when the mortar fire comes in. Also lets you widen your spotting. Downside is that sometimes one section has Los to an enemy position and the other does not, but I find the pros outweigh the cons. If it takes me longer to do my turn, so be it - but I play PBEM exclusively, so there's time.
  11. Oh please, please, pretty please ! Just think, with minimal work ( ha ha ! ) you could then create a Battle of France module ... I'd buy it...
  12. Yeh, just discovered that in a small pbem I'm playing ( non-CW ). In my attack, my only Sherman got whacked around Turn 2. No problem, thinkest I, I'll lay down some smoke from my mortar ... uh guys ... guys ? Who forgot the smoke shells this time ?
  13. Ah .. that could be it. Thought he'd have mentioned it, but I'll ask him to confirm yea or nay. Cheers
  14. This strange thing occurred today - received a turnfile ( #057 ). It arrived in Dropbox, H2HH copied it into the Incoming Email folder, but when I launch the game, it doesn't show in the list of games - I can see turns 001 to 055, but no 057. I've tried copying it and renaming the copy - no joy. Tried deleting it, moving it manually from Dropbox to arbitrary folder, closing down everything including Dropbox and H2HH, then manually putting it into the incoming email folder - nothing, even renamed versions do not show up ( which is particularly bizarre ). Anyone had anything like this and how did you resolve it ?? Baffled.
  15. Me too, although I still play CM1 as well. But give RoF a try, base game ( 4 planes ) is free to try and WWI planes are a hoot. And your rig should run it nicely
  16. Happened to me yesterday ( for the first time actually ) - in a pbem game of Huzzar!, I watched Turn4, gave orders for 5, after it ended and I exited game, turn5 wasn't anywhere to be found. Running 1.01. But if by new compiler you mean the CW or 1.10 patched version, I'm happy since as I say, it's the first time it's ever happened and unlikely to be long ( right ? ) before patch. Possibly a RAM issue, since Huzzar! is the largest scenario I've played to date and running XP so only 3Gig available. But again, I'm upgrading to W7 in the next day or so, so unlikely to be repeated.
  17. Thanks for doing the tests. For me, the problem is not so much pistol accuracy, but the fact that the tankers are often willing to run 50-odd metres (sometimes more) to engage at all ! So even if pistols ARE too accurate at 30-40m, it shouldn't really be a problem if the crew behaviour is tweaked/altered to prevent their "banzai" charges.
  18. That's why I said Bernie was generous to give it a four.
  19. I've also noticed, to my chagrin, that squads armed with MG42's and MP40's have an amazing ability to find lines of fire that pass between all the members of an opposing squad - and they will blaze away for turn after turn without ( it seems ) realising that they could "swing" the muzzle a little to either side which would result in dreadful slaughter - instead of ... hitting no one. This, coupled with the accuracy and fanatical behaviour of crews, is what generally causes their disproportionate casualty outcomes. Btw, I generally play Axis, and have been on the receiving end of more than a few "tank crew banzai charges" - do the Allied players see the German tankers doing much the same ?
  20. I recently had this behaviour in a small battle - I told a Kubel to drive across from 1 field to another. At one point on the map, the route went between a stand of trees and a marshy bit. The Kubel absolutely refused ( later a truck too ) to drive between these 2 points - giving it AP by AP orders caused it to rather do nothing. Left to its own devices with a long order resulted in it creeping through the trees. Now it was probable that the map's "marshy bit" extended into the (apparently) clear/open piece of terrain, so my point is that sometimes a piece of terrain is different to what it LOOKS like ( and mousing over the terrain that balked the vehicles gave a clear green "yes, you can move here" arrow )
  21. Good question - I've always wondered about this when my setup file contains pre-split squads. Do I recombine them and hope they haven't already taken the morale hit or leave them as they are ? I've never known.
  22. Just saw something "completely different" in a PBEM today. Had a sniper/marksman crouching behind some flanking bocage for several turns, waiting for an injudicious "Ami" charge across his sightline. But the Americans are not moving, hunkered down behind their own piece of bocage. But they're popping up and loosing off every so often at some other troops. My man just watches and waits for his moment. Finally after about 3 turns doing nothing, he slings his rifle, whips out his Walther, fires 3 rounds at the American position and is rewarded by a scream. He holsters his pistol and hunkers down again. Clearly there's a reason they made him the unit marksman
  23. Hehe, I have similar memories. Favourite WWII one was playing tank battles with a friend and his extensive collection of 1/72nd tanks. He had a large room and we used to have to estimate the range by eye and then measure. Only an accurate estimate "hit". Amazing how often we got 1st or 2nd shot kills. Now my PC does all that heavy lifting. Hats off to the BF boys ( and, possibly, girls ).
  24. Was this referring to the OP's bazooka guy and his strangely changing ammo count, or the Artillery Observer death cancelling all access to artillery assets issue mentioned later ? Because I've just run into the 2nd problem - FO tasks artillery with strike, about 1 or 2 turns before FFE, FO is killed. Strike does not go in, but all other HQ's now get "Denied" on that artillery asset.
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