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Everything posted by akd
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Quick-Battle >> only Tanks ???
akd replied to JG11Preusse's topic in Combat Mission Battle for Normandy
Did you have "Service" set to "Random"? -
Only dedicated Forward Observers can call in air strikes. But be careful, air support in this day and time is just as likely to kick your ass some more, rather than the enemy's.
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Like what?
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Probably because you always use the "fast" command.
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Quality is under the "formations" drop down menu in the upper left. It defaults to "typical." Changing any of these has an effect on the purchase price, so neither the player nor the AI gets anything for free.
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Also, the banks will be less steep around fords and scenario designers usually put an indication of their existence, either an outright label or a hint in the form of different bank textures or paths leading down to the ford.
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Installed CM:BN - Deleted Demo - Lost Scenarios
akd replied to winkelried's topic in Combat Mission Battle for Normandy
Also, the standalone training mission is pretty much the same as the first mission in the "Task Force Raff" combat training campaign, so if you are looking for more in-depth training, I would do the campaign and follow along with the tutorial text in the manual. -
Quick Battle - Purchasing ??
akd replied to Johnny Canuck's topic in Combat Mission Battle for Normandy
Yes you can, but it won't let you delete something if there is still an existing unit without an HQ beneath it, e.g. vehicles, support teams, off-map indirect assets (which may appear at the very bottom of the tree), etc. Best way is to work "bottom up" as you remove HQ subordinates. An example: if you want to keep just one platoon from 1 company. First delete all the other companies via their colored text names, any units in white text directly under the battalion HQ, then delete the battalion HQ itself (be careful not to delete the entire battalion, just the white text battalion HQ). Now "expand" the remaining company, first delete the other platoons in colored text, then delete any units in white text under the company HQ, and finally delete the white text company HQ itself. You should be left with just the one platoon. Also, any undeleted HQ must have at least one subordinate unit. p.s. using BACKSPACE to delete units speeds this all up quite a bit. -
Installed CM:BN - Deleted Demo - Lost Scenarios
akd replied to winkelried's topic in Combat Mission Battle for Normandy
The training mission is in there, just has a different name (1 Training - Roadblock). Full game versions of the other two scenarios should be posted to the Repository soon, or if not might come in a patch. -
Seems like a bug, and I do remember occasionally running into this in CMSF. PM me and I will get the saves and report as needed. One more question: were the missions requested during setup phase or after the game had started?
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Contact markers: distinguish AFV from INF
akd replied to GreenAsJade's topic in Combat Mission Battle for Normandy
Not quite Joch. On "Warrior" and below: 1. generic ? - unknown or suspected contact/sound contact 2. Correct icon - positively ID'd contact Elite and Iron: 1. generic ? - unknown or suspected contact/sound contact 2. Generic infantry icon - positively ID'd contact of non-vehicle or 2. Correct vehicle icon - positively ID'd contact of vehicle -
US 60mm mortars effectiveness
akd replied to Thin Red Line's topic in Combat Mission Battle for Normandy
German divisions in Normandy were equipped with all sorts of crazy stuff, especially support assets. The TO&E for the Formations included in game is based on the on-paper "standard" with options for common variations. -
The one where the Finns throw StuGs at Soviet tanks to knock them out?
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I believe a unit will cancel its own targeting order if it enters the targeted floor. You are responsible for lifting the fire of other units.
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This is almost always a case of forgetting to deselect a unit before selecting another one. For example, if I have a unit selected and forget to deselect, then I SHIFT+LEFT CLICK DRAG select another group of units, the unit I forgot to deselect will actually be added to the selection. I still do this quite often!
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Load "The Road to Berlin" and "bail out" the Sherman platoon HQ crew. Run them forward up the road until they far separated from your other units. They don't have a radio and they don't have a link to higher HQ, but they can still access the 60mm mortar on the map. edit: wait, I see what your saying, but I'm not sure radios are ever "destroyed" for purposes of accessing indirect support. I think this a minor problem/game limitation, but I don't think it is specific to the situation that sonar encountered.
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I would have to run many tests to say anything definitive. The distribution (shape) looked a bit odd, but this may have been because the target was just a few meters shy of max range. German 50mm mortars aren't in the game as they were no longer in the TO&E of the formations included, but they are not analogous to US 60mm mortars (50mm has a quarter the range and lighter projectiles). I will test the US 60mm if I have real world data to compare to as a baseline. Here is a comparison of the German 50mm to US 60mm: http://www.lonesentry.com/articles/ltmortar/index.html
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No save needed. This is easy to reproduce. Not sure if this is a bug, or just a game limitation. Seems that once a unit is flagged for being able to access artillery and having a radio, it stays that way even if they leave their vehicle (which has the radio).
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2 basic queries for returning CM player
akd replied to pcelt's topic in Combat Mission Battle for Normandy
You can also cause a squad to rejoin by moving the split teams into the same vehicle, or into the same floor of a building. Note that rejoining doesn't happen instantly; the split teams usually need to be idle for a few moments before they merge. -
Bridges can be destroyed by the direct application of HE, but it takes a lot and you are only likely to see the smallest bridges actually destroyed in a scenario. However, the complexities of controlled demolition by engineers (which could take many hours) are not modeled.
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The game currently does not distinguish between mortars in voice contact with a spotter 10 feet away, and mortars in radio contact with a spotter 1km away. I believe delivery times can only be shortened by the following: TRPs (no spotting cycle), mortar skill, spotter skill, spotter type (FOs are better than HQs) and luck (if the first spotting round is on target, you will save much time). The number of HQs the spotter must go through to get to the mortar may also affect delivery times, but not 100% sure on that point. Please remember that delivery times are estimates. The actual time until fire for effect can be shorter than the estimate.
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US 60mm mortars effectiveness
akd replied to Thin Red Line's topic in Combat Mission Battle for Normandy
Thanks for all your insight on this topic! -
All tanks can cross simple hedges (but even these are taller than 0.5m). If you want to be sure that they cross them, give them waypoints just on either side, otherwise they might go for a gap or find a quicker/obstacle-free route.
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Just ran a quick test with the 8cm firing direct on a point target at 2392m, no wind, clear. Just eyeballing it, dispersion looked around 100m or a bit more, but quite a few rounds fell wider than that.
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Fundamental flaw in onboard mortar targeting
akd replied to Kelly's Heros's topic in Combat Mission Battle for Normandy
Thanks for the saves Lemon. As far as I can tell, this problem seems to be specific to on-map indirect assets given "linear" missions during setup phase. I have made a report.