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Baneman

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Everything posted by Baneman

  1. Wow, I've been using the "bloody spot" casualty mod for so long, I'd forgotten it wasn't the standard. Which makes that one a 5/5 in my book. Vein's flames too. Although I'm sad that when I installed Aris' terrain, I lost Vein's "cartridge belt" progress bar
  2. Once, when a patch was due for IL2 ( combat flight sim ), the head developer, Oleg, when asked how long before it would be released, said "two weeks, be sure." I don't remember how long it actually took, but it was more than 2 weeks and the phrase became a legend. It's still quoted on flight sim forums to this day
  3. I shall dig up the relevant turnfile and turn foliage on. However, just going by the visible tree trunks, it looks more likely that the "Visible" tank should/would be hidden by foliage, than the "invisible" one.
  4. It is a night battle, correct, however, the invisible tank has been shelling another unit for the entire previous turn, so at the very least, the muzzleflash should be lighting him up like a Christmas tree - at least 4-5 times in the last minute. The visible tank was in fact, behind the building for a while and reversed into view only at the end of the previous turn.
  5. Here we have a picture of one of my Schreck teams taking a bead on an enemy tank. Nothing untoward here, you might think. But wait .. There's a freakin' tank between me and the one I can see !!??! That schreck unit had perfect ( blue line ) los to the entire area occupied by the invisible tank, had spent an entire previous turn with a covered arc on that spot ( because I knew it was there, it had spent a turn shelling a different unit ). On top of which, I had another schreck unit in a different position, that also had perfect los to that area who also could not see it. Now I know various rational explanations have been given for this kind of failure to spot ( spotting cycles etc. ), but I do think that perhaps Vehicles ( and particularly Tanks ) need a slight tweak to their "presence".
  6. You say it's one guy - perhaps when he's close to his fallen comrades, his count goes up to reflect the fact that he could use the rounds lying by their bodies. Then as he moves further away again, the count drops. It's just a guess, but seems that when he's crawled into los of the tank, he's out of range of "picking up" the loose ammo, hence 0 rounds. In which case, it wont help to send him back.
  7. Not all truck drivers have MP40's. In fact, I haven't seen one with an MP40. I'm playing a small scenario at the moment and I have 2 trucks. Both drivers ( and the driver of my Kubelwagen ) have Kar98's.
  8. This. CMBN's scale would indeed, as Vark says, be ideal for small early war engagements with those early war AC's and tanks. Its 1:1 modelling would even ( I believe ) successfully model the shortcomings of 1 man turrets etc. Boyes AT rifles vs PzI's and II's... Oh the wishlist is taking me over again...
  9. Changed your monitor at all ? I had that for a time and there was some conflict with the screen resolution/refresh rate. But shortly after the problem occurred, I got a new monitor and it all went away again. Just a thought.
  10. I've seen one of my soldiers throw a grenade at an enemy behind bocage - it hit the hedge and bounced back and killed him. I watched close up in a WeGo replay to make sure it was his grenade - it was
  11. Yes, it does work, thanks for the advice. However, in a WeGo setup, it still takes 3 Turns !! One for the Driver to exit, One for the squad to enter the vehicle ( sadly, even though the driver will be gone by the time the squad arrives, you can't plot an "Enter" move in the turn that the driver starts in the vehicle - so can we add that to the wishlist ? ) One for the Acquire and exit. So Acquire from alongside would solve all these problems.
  12. I have to disagree, it does take a few "mucking around" sessions to get comfortable with it, but then I found it quite powerful. As a workaround, can't you just select the largest formation, unselect everything and then slowly cherrypick what you want ? @Erwin, I'll have to whip up a QB to test that option, thought driver didn't count as there's only 4 little grey dots indicated for the vehicle.
  13. Cheers, never thought of that, usually leave drivers where they are. I'll try it, thanks.
  14. Yes, I've just driven a Kubelwagen across an entire map to deliver vitally needed 9mm ammo to a sub-squad who, it turns out, can't get it because there are 5 men in the unit and a Kubel only takes 4 ! Grrrrrrr !! And they can't be split because ... they're already split ! Arghhhh !!
  15. Come to Edinburgh then, friendly, snug and comfy We barely get snow when the rest of the country is shut down for it. Which is a pity, 'cos actually, I love snow.
  16. Come to sunny Scotland No, seriously, we seem to get more sun than England.
  17. What noob said is correct - note that it can take a whole turn to put a unit into the vehicle and exit them again, so you should do all the "ammo-scrounging" during your setup turn when you can do this as many times as you like.
  18. Your dream world matches my dream world, c3k. Sadly, doubt we'll see any of that in CMBN. But I'd still settle for "infantry" instead of "3rd Squad/B Team".
  19. Agree, I've had an infantry squad no more than 100m from a mortar unit unable to suppress them with small arms fire sufficiently to prevent them from raining mortars in return. My squad was wiped out. Mortar crews seem totally oblivious to rounds cracking past them ( ok, my guys were rubbish shots too, in 1 min of firing, they failed to hit a single member of the mortar team ). I had ( foolishly ) assumed the mortar team would go to ground and be unable to continue firing the mortar. Seems just a wee bit unrealistic.
  20. Yes, since Day One, I've also been advocating "simply don't put the information in the GUI" as a relative solution to the All-Knowing-Effect. "Tank" and "Infantryman" could replace any and all descriptions and would prevent gamey targetting of HQ's and such. Leave it up to us the players to decide if he looks "HQ-ish". At least on Elite and Iron modes, lower levels could be left as they are.
  21. I'm puzzled here - wasn't the Faust warhead a HEAT charge and so most of the force should be burning its way into the tank ? My grog-index is zero, so I would be happy to be enlightened about how much "blast" goes sideways and backwards even while boring through armour.
  22. Problem I've had is that my infantry can see and are firing at the mortar unit ... who are unfazed, take no avoiding action like diving to the ground, no they calmly change their mortar's facing, target and decimate the infantry shooting at them. So, yes, superunit. ( maybe if my infantry could hit what the hell they shoot at it might be different, but typically I find it takes a good turn or more before they seem to have an idea of how to aim. Not so the mortar guys who rarely miss by more than 3m )
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