Jump to content

rocketman

Members
  • Posts

    2,918
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by rocketman

  1. First scenario:

    In the brief, you might emphasize that you should avoid fighting and head for the tunnel, as it states that you should take on troops in the village. I lost a few men, causing it to be a draw, even though I didn't do too bad. You could also state that you can cross the cliffsides along the railroad, so you won't have to go trough the village. Finally, the exit zone could be a bit bigger to be more visable. I almost hit cease fire when I was close to the text showing the exit.

  2. There are three ways of calling an arty strike:

    1) Point target: Straight forward, if you can see the point you can call the strike.

    2) Area target: You basically only need to see the center of the area, as well as a single spot on the outer circumerance of the area, to call a strike.

    3) Line target: You only need to see the start and end point of the target line to call a strike.

    I have a feeling, but no evidence, that cases of poor accuracy can be attributed to case 2) and 3) in which you have minimal target information but still able to call the strike, that is when you basically only see two spots of the entire area or line target. If you also fail to have a LOS to spotting rounds, all the worse.

  3. Consider this: start of a scenario, you have a FO and some 50 105mm, known objective areas that are supposed to contain trenches, bunkers etc, there are also some indication icons of suspected targets - what do you do:

    1) Use pre-planned arty to saturate the entire area (even with a delay) hoping for as many casualties as possible.

    2) Maneouver the FO along with you advance, run the risk of having him capped, find LOS to the area that by this stage have spotted known target, saturate with arty a smaller area that has known target.

    Up until know I have done 2) but I'm thinking of switching more to 1).

    Please ignore discussion of house rule not to use pre-planned on turn 1 in ME multiplayer.

  4. All this is ignoring a great use for your XO team. Use the XO team to charge right at the 88. While the gun is trying to shoot your otherwise useless XO team, your riflemen can circle around it and bag 'em. Everyone wins. You get the 88, the riflemen get credit for doing the job, and everyone remembers the XO for being a standup guy when it counted, despite what he was like back stateside. Win, win, win.

    :)

    Rumour has it that the next module of the game is CM:XO, with focus on the badly maligned XO team, tactically fulfilling their true potential in numerous ways. Epic.

  5. This type of game is a pretty niche product, so it tends to not get a lot of attention from mainstream gaming press.

    I'm more than happy to be a member of a niche community, and I think you'll be so too. The game can have a steep learning curve, but each and every step towards perfection (if ever attained!) is full of rewarding moments - each and every one making the game worth its purchase. Be prepared though, you might get addicted to it, and then you'll play for hours upon hours upon hours...

  6. I haven't quite decided if I like transporting squads in halftracks. Sure, they are protected from gunfire and can use an MG for defense, but then they are all too vulnerable to an AT-gun that can take the entire squad out with one shot. Once I start a scenarion with squads in halftracks, I alway want to disembark them, but somewhere in the back of my mind I "know" this is the wrong way to go about things as compared to real life. But I'll rather "hunt" with a squad at foot than a halftrack not knowing what is in fron of me. How do you usually go about using them?

  7. Do you have a save of this?

    Unfortunately I don't. I had one the turn before the situation arose, but I've tried to recreate it several times but all the time I get blown away. As far as I remember I had a short "hunt" command since I knew there was a tank in that area. My guess is that the "hunt" command stops just before firing the main gun is possible, even though I got LOS and "blue line". It could be a matter of mm on screen and 0,5 m in-game, that causes the unit to get stuck in between being able to fire according to the game engine, but is isn't executed due to some other factor. Same thing goes for the enemy tank that must have had spotted me as I was in the open, and yet he didn't fire either.

  8. Reloading would be strange. Are you sure you were reading that right? The usual sequence for the "I got him - no I don't - yes I do - oh wait no..." -loop is "Aiming, Elevating, Firing". But in principle it doesn't matter as the effect is the same.

    I might have a save to check, but wouldn't even "firing" be odd as they don't fire. More accurate would aiming - fired - reloading be.

  9. Not necessarily. The LOS calculations for all crew members of an AFV are done separately. So it is possible for a TC with his head out of the top hatch to be able to see a target, when the gunner looking through the gunsight cannot.

    I still haven't been able to figure out the exact details, but it also appears that you can get a blue target line, even if the gunner can't get a fix on the target through the main gunsight. IMHO, this is something of a bug; if the gunner can't see the target, a grey "partial LOS" target line would make sense, but not a blue "good LOS" target line.

    Also, as I stated in my initial post, why would the indication be "aiming, firing, reloading" - if nothing happens? Doesn't make sense. I agree with you re blue line. Should be gray instead.

×
×
  • Create New...