womble
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Posts
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Posts posted by womble
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Given how important C2 is and how much more difficult it is to maintain in WWII, I am hoping there is an easier way to keep track of it in future games. The lines in CMx1 were very useful.
Unless the unit is an HQ, if it's not near its HQ it's likely out of C2, I reckon. Click on the HQ and look to see where the highlighted subunits are; you'll soon see who's worth clicking on for precise information.
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My Radeon 5850 was crashing after a turn or two of the larger SF demo scenarios. There were some drivers from April which sorted out the problem. BN is running fine so far.
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I thought I noticed that buddy aid on "Basic Training" was much quicker than in SF on the same level. Since grabbing useful gear off a dead teammate is the faster of the budddy aid options, perhaps you didn't catch it happening.
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As I understand the intended behaviour, most water is rated 'impassable' to all units. There are ford tiles that are crossable by different units (can't remember whether infantry or vehicles are better at fording...)
I had one of my teams advancing along the river, at the endgame, and because it doesn't run exactly along the grain of the action point grid, some of their waypoints were in the water. Wasn't 'testing', so I didn't have them cross to the 'more exposed' other bank, but I wouldn't be surprised if the water is, in fact, impassable, but a peculiarity of the AP grid meant that pixeltruppen were mistakenly allowed to 'mill around' the waypoint in the water on the unreachable far bank.
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Good thought, I hadn't as it wasn't on my objective list, so had expected the game to end once I had secured both objectives. I'll bet that's the answer!
I eliminated all the squads on the east side that I ran into or spotted as I advanced, but did not go up the road in the upper right corner, as there were no objectives there.
I will definitely be replaying the tutorial (still figuring out a number of things) so will do that next time. I had a bad Doh! moment last night as I realized I didn't save the game just as I was clicking on the mouse to close it out
Thanks!
The enemy won't surrender until you've beat 'em up enough to persuade them to chuck in the towel. If you've got all the Victory Locations under your belt, and hammered them hard (but still shy of the surrender trigger) you'll have a victory once you hit the scenario time limit (or if you offer a ceasefire and they accept).
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It is really nice to see AT Guns getting to shine as well as they did in real life.
I got lucky with mine. It hit a Sherman behind bocage 3 times for no significant damage, before HE return fire finished it off. It'd been plinking at my infantry for a minute before it spotted the tank, but the ATG/protection squad did more actual damage.
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I imagine that often times a platoon would lose a handful of men and call it a day, whereas players often continue to push units into the meat grinder long after they've reached 50% casualties.
Having just finished "Road to Berlin", my two infantry platoons had interestingly diverse experience. I ended up with 30 casualties, split nearly evenly between WIA and KIA. Most of those were sustained on the platoon and weapons squads that went up the left flank, and were almost all from Mortar bombs. I tried to leave squads around to give buddy aid, but most of 'em were already dead, or the position was too exposed. That platoon suffered ~50% casualties and was 'rattled' for the rest of the scenario, and I left it in inconspicuous cover, apart from the squad that had made it into the farmhouse, and that wasn't going to be pressing any more assaults.
The right hand attack managed to stay mostly ahead of the mortars, and was combat ineffective by the time we got to the objective, only through ammo exhaustion. Hardly lost a man.
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Ah that's interesting. I didn't realise it was 'on-map' support as such. I was wasting my mortars in a direct fire role - which was reasonably accurate. But they didn't half run out of ammo quick!
I think a vehicle or two full of mortar bombs is going to be a popular pick in QBs
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Covered Arc and Face... probably any other active target order would overwrite the T-Smoke one. But Clear Target ought to be enough. Backing out of LOS will do it, too.
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Area targetting the barn in the farm with heavy weapons seems to be tricky, too. I had a Sherman sitting with its gunner state flickering between rotating, aiming and firing for quite some time from 3 different firing positions in the hedge, as I tried to puzzle out what was going on. LOS around the bridges and farm also appears messed up, but that could just be unfamiliaritry with terrain effects.
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Is there any way to change things like Alt-T for Trees to the old Shift-T or is that hardcoded ?
Hardcoded, I'm afraid. Maybe next interface iteration.
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Well hopefully there will be an easier way to deploy troop placement at the beginning of scenarios, something similar to C.Combat placement/deployment. Waiting for troops to "move" to a location to determine LOS, and if thats where I want them to start, is tedious and obnoxious.
You don't have to wait for them to move there in most scenarios. In most scenarios there's a deployment area, and if you select a unit, choose any movement order and click the destination within the deployment area the unit pops straight there, and you can immediately do LOS checks.
And you don't have to wait for a unit to get to a place to do LOS checks anyway. You can select waypoints and do LOS checks from that waypoint. The line originates graphically from the unit's current location, but the calculations are performed from the waypoint's location. It's a pain, though, that you have to set the waypoint, rightclick out of waypoint placement, reselect the unit and then left click the waypoint.
Any way to change the time from 45min to something longer in the training mission? (Edit- strange there is no option to adjust time)No there isn't. The only way to change the length of a scenario is to edit the scenario. It's a scenario and its time constraints are part of the scenario's parameters. If you could extend the time allowed, the VPs would have to be changed, since it all gets that little bit easier.
Any way to start turn-based vs real time options? (havent found this in the manual yet)It's on the splash screen at the start of the scenario. Once you've picked an option it remembers it for future games.
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How the fack do you deploy troops, in terms of placing them where I want, at the beginning of battle. Isn't there a way to deploy them or place them at a different location then where they are initially located at start? Hot keys makes no mention of deploy options...left click drag doesn't work?
The first training mission is locked at 45 mins? How can i change the time as I'm struggling to figure out the UI and movement orders etc?
There's no deployment area in the intro mission. You have to start with them where you're given. This shouldn't be too much hardship though; no German units have LoS to your starting location, and you can maneuver without interference til you've set up your axis of advance.
You can't change the time either, I'm afraid. If you're struggling with the interface, you might be better with Turn-based play to start with, or just throw any inhibitions you may have about pausing right out the window, if you're more comfy with RT play Doesn't really matter though, since if the game beats you, that's cos you're learning. While the opposition are puny, I think the game's AI and environment is sufficiently challenging that anyone new to the game might get their head handed to them.
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So far (15 minutes into the intro scenario) no disappointments (apart from there not being enough mortar ammo ). I have a potential bug, though: the barn in the farm appears to be untargetable with some weapons. Had a Sherman with it as an area target for minutes, and the gunner's status was flickering between rotating, aiming and firing, but it never fired at the building. I tried shifting firing position, but that made no difference, and after giving it up as a bad job, the same tank was able to area fire on the farmhouse itself. Also, LOS in that area seems FUBAR.
Roll on the full game.
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That's a change since SF. IIRC, Bail in Shock Force put a waypoint at the point the crew were going to bail to, and you could backspace cancel it in WEGO. Either I'm misremembering or that's a shame.
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I'm talking about the training mission "The Road to Berlin" where no set-up zone exists.
You're quite correct. I had only had a quick dash into the game, and had foolishly assumed the scenario at the top was the Tutorial one. My mistake...
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You can't set-up your forces in the "turtorial" mission.
I know, it's a bit strange.
Um? I could. Just have them 'move' to somewhere in the setup (blue) zone. They'll ping straight there. Move orders set outside the setup zone will be acted upon in turn 1.
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How do I acquire Javelins?
Play a really long scenario. About 27million turns should do it...
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Battlefront Steve was posting about their download arrangements the other week and claimed they offer 'unlimited bandwidth'. Sounds distributed and 'cloud'-y to me, rather than being on their website server.
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I always found the problem with urban combat (especially Stalingrad type encounters) was the inability of soldiers to area target grenades, which makes a nonsense of the weapon, when used in such an environment.
They definitely use grenades in SF if you give them an area-fire target that's close enough. I only hope some of the vehicles in Normandy carry spare grenades to re-arm with, cos in SF they don't seem to last more than one quick round of boom-boom.
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In the Assault command, the teams move by bounding overwatch: A Team goes forward while B (and C) team provide overwatch; If the waypoints are far enough apart B Team will then advance through the position of A Team and go further ahead while the other team(s) provide overwatch. The teams are split according to their Team structure, so often all the teams will have a balanced mix of longer and shorter-ranged weapons.
If you use the Assault Team command to split a squad, you get one team with short-range firepower, and another with all the SAWs. These you can maneuver as you like. It can be advantageous to have the fire support team 'shoot [the assault team] onto' their first movement bound, then bring up the fire support team to the point the assault team has cleared and then have the assault team take point again. Some people refer to this as Travelling Overwatch, but I've seen that term also used for situations where both elements are moving simultaneously too.
Assault as a move feature also assumes and predisposes the TacAI towards heavy consumables expenditure. They'll blow through grenades at a rate of knots if you plot an Assault order into a building (as I think they also will of you use Quick with and Area Target in the building...)
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With respect, I put it to you that if a gun crew runs away or routs from their piece, they're not stopping to do anything fancy to their gun.
Don't put it to me. Read my post carefully and you'll see that I'm only reporting what was said.
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IIRC (I'm in work) the "Bail" command isn't mapped in the alternative hotkeys - you have to select it with the mouse.
'Twas according to the sticky... I looked, special-like.
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I think it was said that a 'bailing' gun crew would, as SOP, spike the gun they were leaving behind (fire one last shot with the recoil cylinder drain plug removed, often), so an 'abandoned' gun wasn't going to be usable without some out-of-combat maintenance, if ever.
AI spotting ability?
in Combat Mission Battle for Normandy
Posted
There are also TRPs. They give a large area of ground that's considered in LOS to any spotter, even one at the back of the map surrounded by high walls It may be that you set your mortars up somewhere the AI (or the designer? I haven't studied how AI plans are set up) decided would be a good place for mortars. You might've just gotten unlucky and parked where the German preplanned bombardment was zeroed.
Do you (the player) see incoming rounds that your pixeltruppen don't see, in Veteran mode?