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A co

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Everything posted by A co

  1. My two cents on this- If I hear the enemy's mortars I do use that information. That means doing counterbattery fire- if I can spare the firepower, and if a spotter can bring it to the relevant location. So it's not automatically the death of his mortars. Why do I do it? Because I find it too hard to pretend I don't have information that I do, when I'm trying to make a really competitive plan. So I also expect my opponent to have the same option, and I move my mortars around occasionally to protect them. Also I don't search for mortar sounds- not a fun use of gaming time- but sometimes you get them inadvertently.
  2. "War Without Garlands" Very, very harrowing. It's about Barbarossa, but will set the stage, in terms of intensity, for the Bagration era. I also recommend "In Deadly Combat" as mentioned earlier.
  3. Well, at least it means your opponent has less of everything else than you do, because he must have spent a lot on the KT. If the terrain is not too open you can take advantage of that. I think you have to look at 'ground condition' rather than current weather to see if he's going to risk bogging. The rain will definitely hurt your ability to blind him with smoke though.
  4. But when a unit comes back under player control it may still have a move order (self-generated while not under player control) which the player can not cancel. That's what I think the OP is referring to.
  5. You could convert the movement order into 'hunt' by clicking on the end point, which should make them decide not to take a step. I've been doing this with my panicked conscripts, but haven't remembered to check the results on the subsequent turns. Of course a PAK will not take a 'hunt' command but I did get one to permanently give up its panic move by giving it a pause and telling it to deploy weapon (while it had been packing up to move.) To say that it should not be allowed...makes sense.
  6. Similarly, it would be nice to be able to fire on, or call for fire on, terrain such as a heavily forested hillside. Currently you can't do it because you can't see the ground under the trees.
  7. A couple of comments on the side- Can the tank crew really know that it's not a 37mm FLAK hitting them? It might be just a reaction to being hit by a weapon in the category of 'autocannon'. In CMFI I've seen an M10 panic and retreat when fired upon by an MG (which was firing from a lower elevation, not from above.) So I think the game is modeling disruptive effects on the crew, rather than actual danger of penetration, when it makes the armor retreat.
  8. Other Clay, by Charles Cawthon. He was a US infantry officer at Normandy. Humble narrator, lots of interesting events.
  9. Hey, Battlefront, just a word of thanks for changing some of the Polish tanks available in the new patch. You guys are the best!
  10. In various instances I've seen considerable variation in the amount of HE fire it takes to destroy an AT gun in the game, and I think that makes the play more interesting. (Can't speak about realism). For example, you might succeed in wrecking a gun with one or two quick shots, or you might have to devote several assets and several turns to remove the threat. Keeps things more suspenseful and unpredictable.
  11. If your arty is on-board, then you can simply give a cease fire command directly to the mortar, in the menu as you would with any other unit, and that fire mission is over. No need to move or pack up. I learned this by accident once. Or is my memory completely deceiving me?
  12. One advantage of splitting up a squad is that the men can observe and screen a lot better. e.g. cover three alleys instead of one, watch several lanes of view in complex terrain, etc. The increased detail of the terrain in CMx2 pretty much requires the ability split up squads. Also a squad can do an authentic drill of crossing a danger area, which requires splitting up and putting out security elements, rather than running across all at once. If you keep them split up they can be doing a loose version of this all the time they're moving.
  13. Be careful about placing them next to linear features like walls or hedges because the crews often do bizarre things like crawl away or walk away from the gun. I've had a crew react weirdly to having the gun placed in a foxhole as well- they spent all their time crawling around in front of the gun. You'll see in your own experience.
  14. If you ever do get a chance for a shot like that, the potential payoff certainly makes it worth taking.
  15. A couple of anecdotal contributions- A bazooka can definitely kill a Stug from the front with one hit; It worked for me the one time I was able to try it. A U.S. rifle grenade (which can be fired from inside a building) can penetrate the front turret of a Pz IV, and cause the crew to bail out; it happened to me once. So use 'em if ya got 'em. I find the Panzerschreck to be worth using within 70 metres. That is, I can safely expect a hit. Naturally a shorter covered arc gives you something closer to a guaranteed hit.
  16. Also, I have never seen any evidence of the Sherman I being used by the Poles in Italy, though they are given it in the game. (Perhaps someone else here has?) I'm not counting the Sherman IB and IC, which they did have. Plus they should have the 'Sherman III early' as well as the 'plain' Sherman III, the latter being the only III they're given in the game. OK now I will stop! It's a great game!
  17. First I'd like to congratulate BFC on a great-looking game! Second, just want to note that the Poles should have the Stuart recce, and a quick search of the unit selector seems to show they don't. The 4th Armoured Reg't, for example, had eleven of them in the TO&E of their reconnaissance squadron in May 44. Anyone else note any other such details?
  18. Yeah, sometimes a unit will panic in exactly the right way. I've had a tank do pretty much the same thing, just after knocking out an enemy tank- the crew's morale was really low!
  19. Crazy animation and crazy behavior. While moving a gun, I just saw a crewmember walk thru a high bocage like he was a ghost, and continue slowly off toward nowhere. Next turn I cancelled the move order and he came running back all the way around the hedgerow, like he'd just snapped out of a trance. Not up to Battlefront's usual standards, to say the least.
  20. I have seen this phenomenon of a guy randomly running for the enemy edge of the map, and I have even seen one run straight through a high wall without slowing down.
  21. I think it's fair to conclude that the behavior, or coding, of AT guns in their interaction with terrain is pretty unstable. I see the crews do crazy things all the time. I hope they do something about it in the next iteration of the game.
  22. I see. Just one more picture on the subject of black-OD camo- http://www.ibiblio.org/hyperwar/USA/USA-MTO-Sicily/img/USA-MTO-Sicily-p250.jpg
  23. That shreck icon would be very deceptive to your opponent when he spots the team, assuming both players are shown the same icon, which I think is the case.
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