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akd

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Everything posted by akd

  1. That video clip does not begin with the team's first round. It was the last few rounds of the second 2-inch mortar team to engage the Marder (first team got schwacked), and was still a relatively exceptional moment, even for a short range engagement (less than 200m). I would hold off on further commentary on on-map mortar dispersion until you've played the next version.
  2. Video is from Beta. Finalizing textures is one of the very last things to be completed.
  3. I recorded that sequence specifically because it was a particularly exceptional moment. That was the 2-inch mortar team's last few rounds trying to take out the Marder and they got VERY lucky, although they cost some teammates' lives in the process, and were the second team to make the attempt (first team failed).
  4. Yes, you are correct. BFC says I can update y'all with the following: alpha layer has been added so track links are no longer visible (clean turret sides), but can be modded back in if you wish to portray the Porsche-turret tanks that survived into the autumn. Best possible solution, in my opinion.
  5. Is that what this is? http://www.amazon.com/Guns-War-George-Blackburn/dp/1841192104/ref=sr_1_4?s=books&ie=UTF8&qid=1329354792&sr=1-4 Description suggests same content as The Guns of Normandy, but that'd be great if there is a compilation of both books.
  6. Except it is The Guns of Normandy, and in Jon's list above.
  7. Now, now children. You'll get some candy soon.
  8. That would appear to be a bug. Will be reported once I confirm. On the US v. DR comparison more generally, I suspect dispersion is a percentage of max range, so with different max ranges I would expect the US (3000m) and German (2400m) mortars to show some divergence in dispersion if compared at the same range.
  9. The handheld, direct-lay only 51mm mortar? Obviously on-map 60/81mm mortars are not a "port" of this from CMSF as it is functionally very different.
  10. PzIV should not fire HE at another tank in any situation except being completely out of AP.
  11. You don't need to use the "blast" command, and in fact that may be counterproductive or in some cases disasterous. Just move a team equipped with demo charges close to the bunker and they should attack.
  12. In quick battles, the gun/mortar team begins the game with all the ammunition.
  13. Ah, yes, I thought you meant at the target waypoint. Yeah, face, cover arc or new target order will clear the previous order.
  14. No, you don't have to rotate (and in fact that would be redundant to the target order).
  15. Other than information ceasing to flow both ways, I don't think the effect is that dramatic. The unit can carry out most tasks just as effectively as when in C2, including spotting their own targets and engaging them. Its not until they start receiving enemy fire that a difference becomes significant, and even then I'd argue it is more subtle than dramatic. If anything, the effects of lack of C2 in CMBN are extremely lenient already. How do they know they are still there? Presumably you are concerned with how they react to intense fire from the enemy, and it is precisely at that moment they would start questioning whether their unit is still intact or if they are in fact isolated and on their own. The orders and assurance received beforehand would not matter much. Isolated fighting positions are a bad idea, born out in both doctrine and battlefield experience. Instead of trying to cover a broad frontage by spreading out a unit, concentrate the unit into a strongpoint that can cover key approaches and accept that you cannot defend all objectives all the time unless your force is very large.
  16. They do not have communications with their HQ, so they are out of C2. How exactly would they be sharing information back and forth without communications? Regardless, I think the unit will perform exactly as expected in this circumstance. Lack of information sharing is a perfectly reasonable trade-off for setting up an extended or scattered defense line.
  17. A mod to put the special forces helmet on the regular Syrian troops would be fairly easy, I think.
  18. You can look at the StuG IIIG (late) and see.
  19. Thank you for the actual firing tables.
  20. Type of ammunition used is the same (standard HE). "General" is impact fuzing; the shell will detonate when it contacts a surface. "Personnel" attempts to achieve air bursts over the target by using a time fuze and can only be set for certain types of artillery and only during the setup phase or when firing on a TRP. This setting can have more effect on personnel without overhead cover (including those in foxholes and trenches) and on open-topped armored vehicles. The timing of the fuze is not exact and some shells may burst on impact, while others may burst too high to be effective.
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