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rocketman

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Posts posted by rocketman

  1. I had an incident the other day while playing as the Brits. I had a two man sapper section behind a small bocage and one of my tanks was directly behind them. Some unseen AT gun shot and hit the tank, the AP round ricochet off directly on the ground near the two sappers killing one and incapacitating the other. Lesson learned, don't put your men near your tanks.

    I've had that happen too. Couldn't believe how unlucky that was.

  2. Possible spoilers********************

    In the briefing it states a bit vaguely that you, as the german player, need to keep the exit open for coming units. Are those the units that appear as reinforcements supposed to exit for points and/or stay to fight, or is this considered to be coming units not in the scenario? The point table in the tactical map says nothing about exit points, but the area is marked on the map. Just want to make sure before comitting to a plan.

  3. Best I could do in regards to the tops of the helmets. I'll try a sparse version as well.

    dowjzs.jpg

    I'll upload the UK helmets in the next day or two. The 12th SS stuff is a while off yet.

    Looks good. Maybe a more tuned down green hue on the leaves, since they are dead and been on the helmet for a while. Perhaps a more dried look.

  4. Hey Fuser, how do you decide in which order to make your excellent mods? Just curious, but could you make them in much the same order as they were common on the battlefield, so that we can enjoy more of them all the sooner?

    No staghounds in the missions I'm playing :(

    Looking forward to the upcoming one :)

    Keep up the good work ... "pins Medal of Honor on Fuser's chest".

  5. Hmm, only thing I can think of is that although the rest of troops in the squad may have LoS, the actual man carrying the mortar does not. He needs direct LoS. Try using the facing command or change slightly the position.

    It happens, even when facing the right direction and has a blue LOS target.

  6. After a few missions I find that CW (or is it 1.10?) puts up a better fight. Enemies are harder to break, they get better cover in foxholes and are harder to take on in woods.

    Maybe it is just my imagination, but I haven't changed the way I go about a mission since CMBN vanilla, but now I'm getting my a** handed to me on a plate on a regular basis.

  7. Oops: below should have been a seperate threat, but oh well...

    After a few missions I find that CW (or is it 1.10?) puts up a better fight. Enemies are harder to break, they get better cover in foxholes and are harder to take on in woods.

    Maybe it is just my imagination, but I haven't changed the way I go about a mission since CMBN vanilla, but now I'm getting my a** handed to me on a plate on a regular basis.

  8. After a few CW-scenarios I have come across a problem with the 2-inch mortar not firing. I try to TARGET (not light) an area or an obvious enemy position, but no mortar rounds (only occasionally) only small arms fire. Do the pixeltroops favour small arms when under fire and only use mortar when "calm"? Why is that, since a mortar round packs more of a punch?

  9. It's amazing what's in the manual p195:

    Troops moving through minefields have some ability to notice the mines without exploding them. This is

    much more likely when:

    .......................................... - The soldiers are crawling or walking (and to a lesser extent, “hunting”)

    .......................................... - The soldiers are engineers

    .......................................... - The soldiers are experienced

    .......................................... - The minefield has already been discovered (e.g. by setting off a mine)

    Engineers have the ability to mark known minefields. After a minefield is marked by an engineer unit,

    othr units may safely (but slowly) move through it without running the risk of setting off additional

    mines. See the Mark Mines command in the Command chapter for more details.

    For some silly reason I thoght that concerned anti-personnel mines...

  10. I just started a mission in which the briefing indicates that there are mine fields and I suspect it might be anti-tank mines along a road down the core of the map.

    What is the best way of detecting anti-tank mines without engineers? Usually you find mine fields when they go boom, but that is really a poor way, especially at the cost of a few tanks.

    So, what method would you use? Hunt? Move, with pauses? Slow? Or?

  11. Well, it's not like there's a "standard" bocage that can be referenced, but often, yes.

    Bear in mind that the bottom few feet of a bocage hedge is generally an earthen embankment several feet thick with a stone core, held together with thick roots. That's cover roughly equivalent to what a trench would provide, as long as the fire is coming from the opposite side of the embankment.

    Generally, I find the best way to deal with stubborn infantry behind bocage (if I don't have mortars) is to dump a couple of HE rounds on them to get them heads down, and then maintain the pin with MG area fire while an assault team closes and finishes the job with small arms and grenades at close range.

    Didn't know that the berm had a stone core, making it an equivalent of a trench for protection - so maybe it all makes sense.

    Sounds like sound tactics for dealing with it.

    75mm HE usually has this effect.

  12. I am by no means a ballistics expert but the way that bocage and hedges absorb HE-shells seems a bit over the top. Time and time again there is a squad hiding just behind bocage/hedge and you pour HE into their position, with few casualties and few rounds that actually penetrate the bocage/hedge line.

    Wouldn't the blast/shrapnel at least cause more casualties or make the squad panic/break and run away more often/sooner? Was bocage really that tough? :eek:

  13. As far as I can tell you can place mods in the Z-folder either in folders or directly under Z and the only thing that matters is the name of the folder for loading purposes, but that the game will only load one version of each file, modded or not.

    Problem is that it seems that sometimes with mods in a folder, like "Aris_Stug IIIG_Late Mod" folder, doesn't load properly as compared to having the bmp-files that make up the mod without a folder directly under Z.

    Anyone else had this problem? Solutions?

  14. Before CW I used a sound mod (can't remember the author) with the file name zSmall_Arms_Sounds_V3.brz. It was great because it packed a punch with intense sounds.

    What I can't figure out is if I should continue using it since about how small weapon sounds are handled in CW (each has its own file) and the additional weapons that comes with CW.

    Can I use it and the new weapons will keep their original sounds and the ones from CMBN will use the mod?

    Also, if you know who is the author (or is him!) - is an update in the works?

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