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Fizou

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Everything posted by Fizou

  1. Are you sure you are playing version 2.12? Sure there are still a few bugs in the game (what game with this complexity is totaly bug free?). Can they be annoying? Yes. Do they show up in every battle and ruin the overall experince? Not by a long shot. Are they continously being squashed? Well yes. And the true beauty of it all, that the improvents of future familys/modules/patches etc. are all able to be backportet to previous games. To me you are exaggerating in your post and you chose to focus on the few instanses where bugs appear. My suggestion to you would be to play CMx1 and come back in six months to check what bugs have been squashed by then.
  2. Im guessing nothing bigger than 37 mm will fire skywards. But what about pintle mount MG, of various calibres. Will they be able to fire at aircraft or is it only dedicated AA weapons that will do this?
  3. Regarding the OP's question, Im sure we will see German T-34 sooner or later. Germans carrying ppsh's might not happen as it complicates things with the ammo loadouts etc. I hope it can be done possibly with some simplification (make it 9mm?) just because its cool
  4. And will Germans be using ppsh's at all?
  5. Not sure if its technicaly possible or even desierable from BFC pow, but I would like to be able to have all the content from CMBN and CM-Bulge reachable via one .exe.
  6. Your opponent needs the 2.0 upgrade, avvailable for 10$ and the 2.12 patch. Then you will be able to play each other but only with base game content. You cant use CW or MG content against opponents that doesnt have the respective module.
  7. See post #190 in this thread, last post on page 19, third pic. There you have your reserves. Our overall force has 9 Shermans (all located in the southern AO at this time). I might be able to divert a platoon to your attack on Ribera. The enemy will be Pak heavy there so I think lots of artillery will serve you better though. Think USS Buck as well as cruiser HMS Ulster. Thanks! ------- As the battle progressed It became clear that the enemy force consists of 6 guns of 65 mm caliber along with 60 men. The picture below shows the location of these guns, the numbers indicating which ones I came in contact with first (number 1 first etc.) My overall plan was to scout the locations of the guns. Spot from distance and call in 60 mm mortar fire, either direct or indirect. As my force is low on ammo my two mortars have 15 rounds between them. With spotting rounds and 6 guns to deal with I would prefer to engage direct when ever possible. When mortar rounds are depleted or if a favorable opportunity presents itself, mg fire from more than one direction is my second method of engagement. As the battle starts not many minutes pass before I start taking fire from one of these guns. I take casualties but see no sign (nor sound) of the enemy gun. I'm perplexed that I don't get a contact as the distance to the gun cant be very far off (with regards to the lay of the land). As can be read on this very forum from time to time, AT guns/guns are being brought up as being to easy to spot. In this battle I was about to find out that this is not always the case. As gun 1 keeps firing on my advancing men (which at times have me believe that several guns are firing at once) I manage to advance far enough to get into good defilade. From there I advance towards the village and spot gun 1 when I'm some 40 meters from it. Its in an orchard with very little ground vegetation so its camouflage must have been good. With three teams I advance from as many directions but to my disappointment the Italians have abandoned the gun and taken up defensive positions in the village. Nice move by the Italian commander. After this heavy fighting erupts in the Village. Im also in for a nasty surprise as most locations in and around the villge can be targeted by the reminding five guns. I have a hard time spotting the guns even as they fire. Im not sure if this is due to their small size, good concealment and camouflage or the fact that I have fewer eyes on target than in most battles. Below, the XO team of B Coy are all taken out by a tree burst from a 65 mm. Guns 3 and 4 in the background. I took this pic a while after the death of these men, hence the gun icons. After a bit of manuvering, a few more casualties (most from the guns, the odd one from small arms in the village), I am able to assault several building from the safe side. With suppressing fire from mmg and BAR:s the house clearing is smooth. The airborne's experience and training takes out its toll. Men from 2nd Platoon quickly gun down the occupants of this house. The defenders in the village pull out, die or surrender as the airborne clears house by house. The remnants of the first guns crew surrender after a short fire fight. With the village in my hands I try to locate the guns that are keeping putting fire through every key hole in the village. From the top floors I have some success. But as seen below I also pay the price when the Italians spot my recon efforts. Four guns have LOF to this area and only the small caliber of the 65 mm guns saves me from severe casualties. Still, many pay the ultimate price. As I start to get spots on guns I move mmg and mortars into position to take them out. Casualties are high and the only relief for B Coy is that this is their final mission in this campaign.
  8. I think not? Oddball is likely talking about a "pack" for CMBN. Regarding MG being eclipsed by CMRT.. at the moment (I would say) thats true. RT is a whole new base game with a new front so its no surprise it attracts a lot of attention (not to speak of the big new features brought in). In time CMBN will be able to upgrade to 3.0 and Im sure this front will keep a big interest overall. Not to menation when CM Bulge is released.
  9. I thougt the variable overtime could be max 15 minutes? Will have to check the editor later.
  10. No lets not. Lets both be happy about the fact that the same problem wont happen in CMx2 and CMRT.
  11. I never had that problem. Why engage at such ranges? Use short ca and move appropriately.
  12. kohlenklau, Luckily this is not the eastern front.. so no penal battalions. Here comes an update on the other fields of battle during the 10:00 to 12:00 (AM) time frame. Below is the campaign map, with Ribera and the surrounding areas. The yellow box indicates where Kohlenklaus river crossing and VPL battle is taking place. The red box and arrow indicates a simultaneous battle (not the exact time but also during the 10:00 to 12:00 time frame. Exakt times are decided by unit speeds and how long they move on the campaign map during the movement phase. This creates different battle lengths in CM and tactical situations/problems on its own.) B Coy from 1st Bn, 504th PIR, 82nd Airborne is tasked with disrupting and destroying a Italian artillery battery that has harassed our units during the morning and opening hours of the operation. Had it not been for B Coy, the units opposing Kohlenklau had been supported by these guns in his current battle. If the battery can be silenced we wont have to suffer from its fire for the reminder of the operation. Below, a pic of the map. Blue line indicates US deployment zone. Red, the Italian ditto. US force: 61 men from B Coy from 1st Bn, 504th PIR, 82nd Airborne. The paras are cut of from the reminder of the US forces which results in the ISOLATED status in PzC. This lowers their available ammo load out. The ISOLATED status will also lower the units morale in PzC. This has the effect in CM of lowered motivation. Finally the units has LOW AMMO status in PzC (its easy for a ISOLATED unit to get this status if it fires during the offensive fire phase of PzC). The US force has reduced motivation and are very low on ammo. This will be tricky assault. On the up side, we expect the Italians to have even worse motivation and also be of much lower quality. Italian force: The Italian guns are note as X (indicating their numbers are between 1 and 9). I suspect the unit has an even amount of guns. They have also suffered 2 guns destroyed during the operations earlier hours. There should be between 2-6 guns taking this into consideration. The guns belong to the XII Corps and we expect them and their crew, support personnel to be of low quality with very bad motivation. The amount of guns in the unit also decides it headcount by a factor of 10 (8 guns would equal 80 men). Numbers should be favorable for the US. I believe the Italians will have taken up positions in this small village in the center of the map. The wooded area to the north of the village is also a likely position. To the north east of the village a small but dominant hill is a third likely position for the Italian battery. The Italians cant move off map for 30 minutes and with the guns (no motorized transports) that will be very hard for them. I expect them to fight, and die, before they break and surrender to the superior US force.
  13. +1 to Oddballs remark. There is also the possibility to mod the game. Plenty of star and number, insignia etc mods are bound to be released.
  14. From what I have read so far It sounds like it. Will be very interesting to know if this will be part of the v3 upgrade for FI and BN (and if its same for all or some nations will be treated in different ways). I liked the CMx1 ways of handling it so I think its good. All I want now is the "shadow" to be brought in as well
  15. I think the AI is good in defence already (atleast OK and as we all know, AI is hard to get right). The new triggers and the continual work to improve these will surely be a very nice addition and make the game even better. Some of our talented scenario and campaign designers are already the target of a lot of complaints that their work is to hard. This wont make the AI any easier. I like it!!
  16. This is outside of CM:s tactical scope. Not something I think will happen and not very keen on either. My 2 cents. The effects can be simulated by the scenario designer already in a several ways.
  17. Might be because they are still BETA? I think CMx2 looks good and it has improved in several ways since the first relsease of CMSF. Its also a good idea to take into concideration that less umpf in graphics make the game playable for more people with less hardware. If one wants things to look even better there are always mods. Vein and Aris have released some quality stuff. You using any mods? Aris has HD textures for all terrain. There are also excellent uniform mods.
  18. No matter whether the bombs where justified or not (I think they where), thats just disturbing behavior.
  19. Cool! Im playing FI more than ever so this will be such a nice addition :-) . Thanks guys!
  20. I think only allied tanks used those cutters. There are engineers that can blow hedges with demo charges in the PC version but not sure if they are in CMT. Blowing bocage with tank fire will, if not impossible, take ages and lots of ammo.
  21. I would be surprised if the new Bagration title wouldent make it as a light version for CM touch. But at the same time we have a lot of content released for PC that hasnt made it into CMT. Im sure BFC has its reasons.
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