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Childress

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Everything posted by Childress

  1. Latest Fury trailer: This upcoming flic could be the best thing that ever happened to Battlefront since Saving Private Ryan roughly coincided with the release of CMBO. Provided the do it right, natch. With Brad Pitt and Matt Damon in the cast one suspects this will turn out to be a 'heroes on parade' production a la A Bridge too Far. Could be totally wrong, tho'.
  2. I was thinking of pause-free RT. True, it doesn't sound like tons of fun. But if you want realism... There are no rewinds in life. Did I really type 'most optimal'? Jeez...
  3. RT absolutely more realistic than turned based. In the latter you get 60 seconds of action followed by an unlimited stage of planning and calculation. The most optimal setup might be multi-multiplayer real time with restricted views. But you'd likely require organizational skills, a dedicated server and a larger, World of Tanks-sized, player base.
  4. It appears that now AT guns never pack up unless getting hitched to a vehicle. They'll cross the entire map without fatigue at a slow Walk pace. No idea whether this is realistic or not. Maybe. You'd think that pushing a 75 uphill would tucker them out.
  5. Both compellng choices. But France won't move the market; no Americans, under-powered (but well-gunned), radio-less French tanks. But definitely interesting. CM: Barbarossa! would, I believe, sell better than CMRT. You get rampaging Germans! Massive encirclements! Stukas! And some epic Soviet counter attacks. But they'd have to make a lot of new 3D models. Not to mention sorting out all those bewildering early war Russian formations. Agree with Emrys, Arab/Israeli is the best fit. But we'll never see it. For a host of reasons. Can you say 'Fatwa'?
  6. Amphibious vehicles are best reserved for modern era sims. Or do you mean Robert Redford paddling furiously across the Waal River during Market Garden?
  7. Some will take issue with that assertion, Mikey.
  8. PP, be careful with Slyniper. You don't want to be on his **** list. The next thing you know you'll walk out your front door and there'll be a guy up in a tree in camos bracketing your head with a Cheytac .408 cal. The spooky part? You'll never see it coming. Here's an alleged photo of SS stalking some poor shlub up in the Redwoods. Can you spot him? free photo hosting
  9. It appears the GIs are tuckered out in your screenie. Especially the tube guy. If there was a dialogue balloon over his head it would read: 'Man, I'd trade my last pack of Chesterfields to hitch a ride on one of those Shermans!'
  10. Yes, that's a big one. The downside being that this indisputable enhancement will take a while to filter down to existing CMBN/FI battles. If ever. We're assuming that Mark Ezra's recently released, AI trigger-equipped scenario was not fortuitous. How strong is an author's desire to revisit his old scenarios? Maybe quite a few, I don't know.
  11. What a headache! A stubborn and elusive bug that messes up the game for a tiny- and vocal- minority*. I feel sorry for you guys at HQ. *For those afflicted I feel bad for you, too.
  12. So, summing up: 1- Was the 3.0 upgrade as significant as the 2.0 upgrade? No 2- Is it worth it? Yes 3- Was the absence of flamethrowers regrettable? Not really. The code is in and these units will really come into their own when they can actually torch stuff. 4- How was the implementation of tank riders in CMRT? They nailed it. 5- What was the impact of that feature on that game? Significant. 6- Does BF rationale for not including them 'now' make sense? Yes. From a labor point of view. 7- Could BF have softened the blow with some kind of pre-announcement? Perhaps. 8- What is the most significant addition of 3.0? AI triggers.
  13. Yes, aside from the practical aspects it adds a huge amount of chrome, atmosphere and personality to the game. But I sensed Steve's impatience and weariness in providing the- understandable- rationale for not including tank riders at this time. As in 'is this worth it?' or 'did I make the right career decision?' Sim forums will get to you.
  14. Re: riders, etc. A lot of people are disappointed but it's Battlefront's call. They know what they're doing given their resources. They been punching these out since 1999 and many similar companies have fallen by the wayside. I trust their explanations.
  15. Good point. The article was headlined with this: Robert Tallent, "Street Fight in Seoul", The Leathernecks: An Informal History of the US Marine Corps, as quoted in Armor Magazine, Sep-Oct 01 http://www.globalsecurity.org/military/library/policy/army/fm/3-06-11/appc.htm It was also posted in the wrong forum, dammit.
  16. For tank riding grogs. A Marine manual from the Korean War: -5. TRANSPORTING INFANTRY At times, the tank platoon may be required to transport Infantrymen on its tanks (Figure C-7). This is done only when contact is not expected. If the tank platoon is moving as part of a larger force and is tasked to provide security for the move, the lead section or element should not carry infantry. Figure C-7. Sample positions for Infantry riding on a tank. imagehost a. Procedures, Precautions, and Considerations. Infantry and armor leaders must observe the following procedures, precautions, and considerations when Infantrymen ride on tanks: (1) Infantrymen should thoroughly practice mounting and dismounting procedures and actions on contact. (2) Infantrymen must always alert the TC before mounting or dismounting. They must follow the commands of the TC. (3) Infantry platoons should be broken down by squads, similar to air assault chalks, with the infantry platoon leader on the armor platoon leader's vehicle and the infantry platoon sergeant on the armor platoon sergeant's vehicle. (4) Platoon leaders, platoon sergeants, and team leaders should position themselves near the TC's hatch, using the external phone (if available) to talk to the TC and relay signals to the unit. (5) If possible, the lead vehicle should not carry Infantrymen. Riders restrict turret movement and are more likely to be injured or killed on initial contact. (6) Whenever possible, Infantrymen should mount and dismount over the left front slope of the vehicle. This ensures that the driver can see the infantrymen and that the infantrymen do not pass in front of the coax machine gun. Infantrymen must ensure that they remain behind the vehicle's smoke grenade launchers. This will automatically keep them clear of all weapon systems. (7) Infantrymen must always have three points of contact with the vehicle, and they must watch for low-hanging objects such as tree branches. (8) Infantrymen should wear hearing protection. (9) Infantrymen should not ride with anything more than their battle gear. Rucksacks should be transported by other means. (10) Infantrymen should scan in all directions while riding. They may be able to spot a target the vehicle crew does not see. (11) Infantrymen should be prepared to take the following actions on contact: Wait for the vehicle to stop. At the TC's command, dismount IMMEDIATELY (one fire team on each side). DO NOT move forward of the turret. DO NOT dismount a vehicle unless ordered or given permission to do so. Move at least 5 meters to the either side of the vehicle. DO NOT move behind or forward of the vehicle. DO NOT move in front of vehicles unless ordered to do so. Main gun discharge overpressure can inflict sever injury or death to forward dismounted Infantrymen. (See Figure C-8 and the warning.) DO NOT dangle arms or legs, equipment, or anything else off the side of a vehicle; they could get caught in the tracks, causing death, injury, or damage to the equipment or vehicle. DO NOT place too many riders on the vehicle. DO NOT fall asleep when riding. The warm engine may induce drowsiness; a fall could be fatal. DO NOT smoke when mounted on a vehicle. DO NOT stand near a moving or turning vehicle at any time. Tanks have a deceptively short turning radius. DANGER THE OVERPRESSURE FROM THE TANK'S 120-MM CANNON CAN KILL A DISMOUNTED INFANTRYMAN WITHIN A 90-DEGREE ARC EXTENDING FROM THE MUZZLE OF THE GUN TUBE OUT TO 200 METERS. FROM 200 TO 1,000 METERS ALONG THE LINE OF FIRE, ON A FRONTAGE OF ABOUT 400 METERS, DISMOUNTED INFANTRY MUST BE AWARE OF THE DANGER FROM DISCARDING SABOT PETALS, WHICH CAN KILL OR SERIOUSLY INJURE PERSONNEL. Figure C-8. Danger areas around a tank firing a 120-mm main gun. Figure C-8. Danger areas around a tank firing a 120-mm main gun. b. Additional Considerations and Precautions. Additional considerations and preparations for transporting Infantrymen include the following: (1) The armor— Uses main-gun fire to reduce obstacles or entrenched positions for the Infantry. Takes directions from the Infantry ground commander (platoon leader/platoon sergeant/squad leader) to support their fire and maneuver. Provides reconnaissance by fire for the Infantry. Should know and understand how the Infantry clears buildings, how they mark cleared buildings, the casualty evacuation plan, signal methods, engagement criteria for tank main gun, front line trace reporting, ground communication from the tank with the dismounted personnel. Uses its night vision capability to augment and supplement the Infantry's night vision capabilities. (2) The Infantry— Provides real time information for the tank crewmen to help them overcome tank noise and the lack of ground situational understanding. Provides reconnaissance and fire direction of enemy positions for main gun attack. (3) Considerations for dismounted tank security include the following: Tank crewmen should rehearse the mounting and dismounting of Infantrymen from their vehicle, briefing the Infantrymen on safety procedures for the vehicle and weapon systems. Tank commanders need to rehearse communicating with dismounted soldiers via TA-1 and DR-8 in the bustle rack. (4) Vehicle preparation for combat in urban terrain should cover these procedures: Keep at least one ballistic shield to the "Dog House" closed (most engagements will be under boresight range and the battlesight technique will suffice). Place sandbags around antenna connections and electrical wiring on the turret top. Place extra coax ammunition inside the turret. Remove all highly flammable products from the outside of the vehicle and from the sponson boxes.
  17. Despite the kvetching it has to be recognized that it was more important depicting tank riding in CMRT due to the presence of Soviet desant practices. The Russians were spendy with their human material. One does, however, read of scattered German examples, notably in the Bulge. Going by photos and anecdotes the Allied employment of tanks as taxis was common in the mountainous Italian theater.
  18. Nor was it German doctrine on the East Front by 1944. Then why are there German tank riders in RT? Because tanks were extensively used as battlefield taxis? That is true of both theaters. On all sides. Steve had mentioned further breakdowns of Italian squads for 3.0 in the interests of flexibility like the Russians. And presumably so they can be accommodated by Italian tankettes as riders. I take it this isn't happening. Either a specialized FO can call in air strikes on the CM battlefield or he can't. I suspect RT got it right. Why can't these upgrades be 100% standardized to the latest release?
  19. Then they might have considered enabling riders for German vehicles for which the code already exists. That's the mystery. Less essential for the Allies given the reality of their vast fuel, truck and APC assets. Check out some of the archival photos from the Bulge. Troop laden tanks are ubiquitous.
  20. Sorry, Womble, Ammo Dumps! can't compete with Flamethrowers! on a sex appeal basis. As for triggers, they will have to be added in by... somebody.
  21. Are you sure about that? There was mass migration from 1.0 to the 2.0 upgrade. Don't envision the same happening with 3.0 missing some marquee features. I do see PBEM mismatches. Maybe take more time, charge more $, or both?
  22. I fired up Monster Mash against the AI and my German tanks are getting killed left and right. At maximum range. They're spotting nothing! What's going on? Oh, I forgot to manually unbutton the damn things. $*@&! Admit it, this has happened to you. So... here's another *minor* improvement. Make the default state of all AFVs 'unbuttoned' at the start of a scenario. CM tank commanders are already savvy about closing the hatch when the bullets begin whizzing past their heads.
  23. And you'll end up with CMBB. That game's challenging if punitive morale system is still recalled with fond nostalgia by some hardcore members. You realize that, right?
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