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Chainsaw

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Everything posted by Chainsaw

  1. anyone else then me seeing problems with infantry pathfinding with regards to finding the door? I'm playing The Road to Monteuberg and in 2 missions in row I have been having bad casualtys because the AI is going around the house instead of through the door. I have even tried to force them in by having a waypoint just outside the door but to no luck, they still prefer going around. Which happens to be the side the german MG42 is covering... :eek: This reminds me of CMSF early version before the 1.07 patch.
  2. I don't got that problem, my problem in that scenario is the bloody germans! :eek:
  3. the first few times I played CMSF after CMBB+AK I missed those lines. a Few scenarios later I forgot about them until you mentioned them. And now I don't even want them
  4. I left one 57mm on the left side behind the church in a low-line (think it was default setup there?) and the other on the very right hand last building, covering the right area. it nailed a Marder (both survived the fight!) I sent my Shermans rushing down the village as covered as possible so they got inside the village and therefore covered against the panthers (exept for one that never arrived, the one I lost) The panthers got finished by my M10s. I put them in overwatch on the ridgeline behind the village, 3 out of the 4 M10s found the panther first and fired at it, after 6 rounds it was KO. the 2nd panther was diposed of in the same way with 7 or 8 rounds hitting it in short session so they abonded it, the minute after it was brewed up by a last round from the M10s. I called down arty fire on pretty much my own positions (as most of my infantry had died or retreated back) and the orchard, after that I moved in 2 shermans and mopped up whatever was left of the germans.
  5. I got total victory defending as US. Lost most of my infantry platoon but no 57mm and only 1 M4. this in WeGo. The enemy arty really pounded me hard, most of my infantry was ready to run even before the german infantry arrived. I had to retreat (or see my pixeltruppen reatreat) to behind the church before the M4s came along and restored the situation.
  6. Much of what you are talking about is up to the scenario editor as well. If the AI is set to high morale etc they continue pushing on beyond what's normal. If the scenario editor have put the AI to low moral and skills they will hit the ground faster after taking casualtys and staying there or trying to retreat etc, so they will give more realistic casualtys figure - But a much boring scenario! If you want to test realistic casualtys you have to do a campaign thats played human vs human with only core troops, giving the human the info that you cant tell him next time he will get reinforced. THEN you will see drasticly lower casualtys!
  7. Me! And as mentioned earlier. Tanks CAN do stuff. but just because you can doesn't mean you should. In the beginning of my APC training we thrown tracks as hell because whenever we got a chance we drove like madmen. Then we learnt we had to pull tracks and recover vehicles all the bloody time, often in ****ty situations and weather conditions so we stopped driving like madman's. And sure its cool kicking down a tree. but what if you get stuck or looses a track in the progress and then the enemy comes and nails you. You want to hump back to own line and tell your CO you lost your tank because you drove over a tree with purpose? Naah...
  8. I second that! cant wait to get my British infantry moving off against the germans!
  9. I will play CMSF still, the modern setting attracts me, especially since the USMC module came out. I will probleby mix CMBN, CMSF and CloD even.
  10. myself, I cant wait untill the brits is out! damn the americans, let them have their war on their side of Normandy! I want the british! most of my time in CMBN will be doing scenarios to learn how to make a campaign for the british forces And im looking forward to the "leftover" module where I hope churchill flamethrower and petard versions comes to to complement my british forces!
  11. You can plot a movement through the smoke in CMSF. but you cant area fire into it. guess same thing for CMBN.
  12. dont know for the rest of the lot, but this is from a british manual, "infantry training Part VIII - Fieldcraft, battledrill, section and platoon tactics 1944" Plt HQ: Plt sgt: 4 grenades Runner: 2 grenades Rifle section: Section commander: 2 grenades No 2 bren gunner: 2 grenades Riflemen x 6 : 1 grenade Total: 10 per section "10 grenades per sec. 6 grenades HQ. (36 [Mills fragmentation grenade],69 [HE grenade],77 [White Phosphor]). 74 (sticky bomb) and 75 (hawkins anti tank) grenades are occasional weapons only to be carried when specially ordered. so from that you can draw the conclusion that every squad had smokegrenades. then the HQ section had a 2" mortar section with 18 smoke grenades to add to that. So the brits knew how to smoke!
  13. Thevulture: thats not true. you can give face command, then hit smoke in the same turn. so: Face troop in right direction press smoke grenade Pause ca 20 second (wild guess always, wind etc depends...) new route. Press OK and watch the turn unfold.
  14. Cant find the thread at the CMSF forum where I posted this but here is the pictures: All in one turn!
  15. Sometimes. I'm currently reading the history of 2nd Essex Regiment, 56th Independent Infantry Brigade in NW Europe and during several of the assaults/movements forward the infantry moved on foot during the night and begun the initial battling in the morning and the 6pdr guns and supporting tanks coming up later. Another instance had the battalion battling and after a few hours the Bn OC realised he needed support so support was called for and later on a platoon of tanks showed up. A 3rd instance forced the anti tank guns to move up later on as the terrain was unfavorable for moving universal carriers after the infantry (a few hundred meters of open terrain with enemy PAKs overwatching) This is just a small example of true life events where the reinforcements would arrive piecemeal later on in the game. And many scenarios don't have the space to allow a whole Bn+ supporting units to be on the map from the begining, so its betther they spawn later on when the area has been left empty by your own troops moving to contact. /Thomas
  16. Looking forward to the commonwealth module. the Universal Carriers the british mortar crew used carried around 100 rounds extra
  17. there is human made bridges in CMSF and I have seen bridges KO by scenario designer intentionally but I have never had a problem with bridge getting blocked by my human opponents or AI for that matter. just because there is a chance that you can do something gamey that doesn't mean it will happen. Because thinking like that you can turn almost this entire game engine to a anti-cheat tool and nothing else.
  18. Oh just wait and see. Modders done "Europe" modifications for CMSF desert with a deal of success, CM1 had plenty of grass mods (and other mods) so give it a few weeks from release and there will probably be a few terrain mods out.
  19. Well. It't not supprising considering the terrain they are driving on. Either concrete or dry hard and firm ground. The harder the ground the less friction you have, wich in turn gives you a faster turnrate. Try do the same turn as that panther in a soggy field with thick wet earth and stones and it will be slower. Another thing to consider when doing the same kind of sharp turn as that Panther is the dirt that you force into the tracks. With enough amounts of dirt you will throw your track because to much dirt and stones come between the track and rear sprocket wheel at the same time you are turning. We used the method of doing a small sharp turn, move forward 5-10m to let the dirt get out of the tracks before commencing next sharp turn. Just to avoid throwing the track. (witch isn't fun to do, especially not in a combat situation!) Another thing to consider when doing those sharp turns is that you stress the transmission more, so over a longer time you increases the like-hood of a transmission breakdown.
  20. Good to know, for I am one for sure that don't want hit text. It annoyed the ass out of me in CMBB and CMAK!
  21. the StuG is built on a chassie of a FV432. And yes there is fat and ugly reenactors! But there is some good ones to http://reenactor.se/FHF/bildgalleriet/2010_bk2_nordland/DSCN0834 http://reenactor.se/FHF/bildgalleriet/2008nordland/PICT1080.jpg We got 2-3 overweight reenactors in our unit, but none is obese. normally its well hidden under the uniform for the most part. http://www.reenactor.se/ I have just started up the British section so unfortunly I dont have any good pictures of me, but im 178cm and 80kg. Good enough?
  22. Should work. biggest troubble is that the Spotter will loose LOS to next barrage place because the first barrages dust and smoke will block the LOS. Only time this can work is if its done before the game starts so its "pre plotted".
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