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sigop22

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Everything posted by sigop22

  1. If the game goes to the bulge with the OMG module as well, will weather start taking a more physical tolls on troops? Running through hard packed or soft snow while carrying 50+ pounds of gears is a very physical task. Especially if its a start-stop-start-stop affair in the cold. I've had to do something similar myself in the army, and even though I wasn't on a two way range it was still physically demanding. I'd like to see flame weapons come back for OMG and fall operations as well. My dream missions right now would be the 2nd Can Div clearing the Scheldt with flame wasps and doing amphibious landings on Alligators and motor boats along the estuary. Camoflauge as well. I'd like to start seeing hard dug in fixed positions with heavy camoflauge and cover. Abstract camoflauge is abstract, and it's frustrating to put an AT gun or unit in a fixed spot and watch it get spotted before it spots anyone else because the abstracted camoflauge system said it wasn't close enough to a bush to be camoed. Something like this: Concealed AT Gun: http://wwii.ca/photos/scheldt/beveland_1.jpg Bunkers are nice, but even on normal AT guns and positions where someones been sitting there for more than forty minutes. In my military experience, basic camo only takes a few minutes to do. If you have three guys digging a hole for an MG, at least one of them can be grabbing bush and sticks to try and conceal it. War isn't easy when on the attacking side. With heavier camoflauge I can see a much tougher game coming out of a smaller force as opposed to tipping the scales on the defender so that it's more "fair".
  2. Just out of curiosity, has there been any mention on the commonwealth module for FI? I tried a search but theres a lot of posts not related to such
  3. That makes sense. One thing I've never really been keen on for info is the Arty side of this sort of thing. I've read quite a few books on Italy (mind you all the Mark Zuereke Canadian ones though) and it's not really mentioned how much or how often Artillery ammunition was in supply. But it always seems like there was enough for a good barrage or two. Smoke is one of my primary means of moving around, that's why I was just asking. I havent had much time to play but the first two Campaign missions of FI are very difficult without a sort of blanket of smoke.
  4. Just out of curiousity, how 1:1 is the Arty ammo count for the game? It seems to me after reading some books that Arty ammo was pretty plentiful, but in the game it seems like smoke gets a huge cut. Is smoke ammo reduced for gameplay reasons or is the "40" count a standard thing? Theres been a lot of situations where I'd rather burn more smoke than HE, could there be a way for mission makers to adjust ammo count?
  5. Strangely this was what I thought one of the easier missions. After having my scout half tracks push ahead in a good spot, I was able to see where the majority of the Amiees were. I moved the FOO up and in a few minutes just bombarded the hell out of the hedge a good number of them were taking cover in. So then I looked at the map and I considered the left side of the map the best to travel. The forest on the right was far too conspicuous and the road was what I thought the most probable place for my men to get chewed up. So I jigged left and pushed my entire unit down that axis. I breached the hedges with the sappers then pushed my Panthers in first. After awhile I noticed the left side was strangely empty. I pushed a panther down towards the right into a box of hedgerow with a lower bocage that peeked onto the highway. Holy Sherman-hell! My tank fired a shot and backed out. Knocking out one. After a convoy of American halftracks and troops were wiped out, I just kept jigging my panthers in and out of the cover there and pushed a panther with all my infantry around them to get to the objective. Only had a tank gun knocked out. It sucked though, because I had a tank the next scenerio with no ability to shoot anything but MG34. That battle was surprising in the amount of armour and I think I was really lucky in catching that by accident. Once I had my panthers in the right spot I was able to wipe them all out
  6. Keep your platoons together but split your squads. Because their ROF and fire-power is far less than the US, I find that if I split the unit you create more targets for the Germans. Ideally overwhelm with your superior numbers by making them focus on more than one guy. That way you can slowly leap frog your way forward, or pin down the said bad guy and try and have part of the squad loop around to their sides. It's harder to pin guys down, so that's why having the Bren team forward in the middle of your advance is good to have. That way if your platoon is bumped, you can move him to any side of the platoon to lay down that fire. PIATS are good house cleaners. Works great on smaller German squads, but MG's are the real killer. Many of my ASH guys in the Brit campaign have been ripped to shreds by a well placed MG. Lost an entire section in two bursts. I find they give me the biggest trouble because not very many of my Tommies are apt to stand up after a burst flies over their heads. With the lack of firepower, it's hard to get them pinned down too. Sometimes two sections firing on the one MG in the house is still not enough.
  7. Hello, Always with the questions, but I was just wondering about something I've been reading about. Right now I'm reading about the Canadians in Liri Valley about the time they're breaking through the Hitler Line. Several times in the book I'm reading that both Canadian and German forces were usually under manned to extremes. For instance, one regiment of the German Panzer Grenadiers was nearly down to only 200+ some troops. Several companies of Canadians were down to 60 to 80 men too. During the Normandy invasion, were Allied forces facing the same attrition or problems as they were in Italy? The forces in Italy had been fighting for a few years, but there always seem to be shortages even for newer regiments or battalions reaching the front. Was the German army in the same position in Normandy? From experience from work alone, there is attrition from multiple reasons (sickness, non combat injuries, administration, etc) but were forces on D-day facing the same problem?
  8. I move my infantry in their sections up until I think they're about to make contact or storm a position. So first I'll have my lead section split into threes and then branch out in three different directions forward to spread it out in case of machine gun or mortar fire. Once I make base with the enemy I'll start building my base of fire to move my other sections up and then the rest of the platoon to start the whole winning the battle stuff.
  9. I noticed this last night playing a scenerio with the common wealth guys. My pioneer section of five snuck up on a Jagdpanther and threw a satchel onto it's back. The resulting explosion knocked it out of action. Out jumps the crew and they proceed to shoot four of my pioneers and take one prisoner. I had a section of three try and get into a building next to it, and the crew just shot them to death. Two crew were left after the firefight. Just out of curiosity, wouldn't the crew be impaired and all messed up from the resulting satchel of explosives that detonated over their heads? Maybe the issue is a combination of both accuracy morale of tank crews. Having just jumped out of a broken tank after a big explosion should shake anyone up. I don't remember their stats though.
  10. Not precisely. Only one of the charges laid he was found guilty of, and was sentenced to death in 1945. But the sentence was commuted to life imprisonment in 1946 and he was released in 1954. It seemed that there wasn't enough evidence to prove that he made the order to execute the troops, but was sentenced due to the fact these was the overall commanding officer of the unit and therefore responsible for the actions of his men.
  11. I think you're missing out on a point that the 12th SS commited several atrocities specifically to over 150 Canadian and two British soldiers after the D-Day landings at Abbaye D'Ardenne that are still held close to heart even today. I don't think these members are saying that they could do any better, but vocalizing more of an excitement to play against the SS in the module.
  12. I could see why they would be unwilling to release their tools. Almost like a seal of approval by BF. Some games people play today originated from nothing more than a quick mod for a game. I'd be curious to see what the community would do with those tools though.
  13. This is why I wish Battlefront could earn enough revenue to pull together another team of guys or expand. There are a lot of battlefields that I think they could cover with the franchise if they had the opportunity. I'd love to see a CM Korea, or more theatres for CMBN like Italy, Pacific theatre, early war, Afrika, etc. Another reason why I wish they could open their games up for modders just a bit so they could expand the game in another direction. It seems like there are a lot of talented modders out there who could use this to add more. If validity is an issue, then just don't sponsor the mods on the website.
  14. How is that Rambo activity? I'm not saying they're throwing belts of MG around their shoulders and running off. But why should they get in the vehicle? Why can't the driver move his butt and throw the ammo off himself? Drivers are capable of doing other things than driving, and I doubt getting out of their truck to drop the tail gate is a task too far beyond their abilities. Just a simple 'drop' command and then get the truck out of my way. If the guys are mech infantry and jumping out of their HT's, then why didn't they prepare their ammo before getting into battle so it's more excessible? This is done today, and I imagine back then as well. By that definition that it wouldn't be prepared, than it's even just as gamey or Rambo that they have to get into the truck and then grab the ammo. If the ammo isn't prepared, then they should sit there for at least ten minutes, or ten turns to slowly and intricately load every bullet into the clips or MG belts. I'd think it'd rather be much smoother to have a RS point where the ammo and stores is dropped, so the truck can get out of the way of my other stuff and my guys can just go back and get what they need and run off. This game sometimes has the annoying ability to gather up a lot of rear ech clutter after several rounds (trucks and HT's that aren't being used). If I could make an area to drop the ammo off and move them off to a less obtrusive place that would smooth it up a bit. That way I'm not wasting time running trucks back and forth (obtrusive if there's limited routes) to my squads or sending guys running off to get to the truck (dangerous to the troops).
  15. I was wondering if BFC could possibly rethink the way they do resupply for soldiers in the game. Presently to resupply a whole section you have to place them in the vehicle and use the acquire command. This, in my opinion, is really cumbersome and slows down the game, and makes resupply during an action a terrible hassle. With limited spots in a vehicle and little time to push on an objective, resupply is almost not worth the effort. What if you could get trucks or even vehicles to drop boxes on the ground? In my experience someone throws you a bandolier or a box of ammo and you start loading your mags on the ground. The trucks drops it off, and moves on. This way you could do a rolling resupply. Have the box dropped in the direction of your advance, and as squads pass by they can acquire ammo and gear on the move instead of having to pull them individually in and out of trucks. I don't play WEGO, so the time wasted in RT is not that terrible. But I imagine in WEGO that's almost four turns just to resupply a couple squads out of the same truck.
  16. Like I said earlier, my experiences in the army with a pistol as a signaller has been no more than: "Range ready." "Fire" "Check your targets." "If you hit your target more than 6 times, congratulations!" Not that they don't want to teach you marksmanship, but with our terrible pistols that we have issued you're better off using it to beat the other guy to death after you miss him.
  17. I'm not sure what kind of training the ATG ammo bearer would have had. I imagine the guys chosen for this task might have been either just random selection from the service ranks for mule work. The same as guys who carry mortar ammo. Again my knowledge could be off. But I imagine anyone trained to operate and fire the ATG would already be manning one.
  18. Sorry, for some reason I was thinking Browning High Power because that's what the CF uses today. The pistols are so old and magazines so beat up that accuracy is only good at throwing distance and the magazines cause frequent jams. It's better to use to wave in the air in the direction Afghan kids throwing rocks at your truck than actually trying to harm someone. As for the scenario, the tank crews I believe are actually dismounted at the start of the scenario and sit in their trenches. But the fact that they remain so unshaken by the eighty rounds of 105mm that just fell on them plus their ability to snipe off guys with a pistol is annoying. I know that it's possible to kill someone like this, but the number picked off by these guys make me shake my head. No way a deal breaker, but I'd rather think these pistol wielding maniacs were driven off by my STG and MG42 fire than encouraged to stand and shoot. Not saying it's never a possibility, but meh. I'll just file this under my "Dammit" moments than my "Holy Sweet!" moments. Fact is I replayed the mission and steam rolled the whole poultry farm with 105mm rounds, making sure just to use the whole damn load than hold onto spare rounds for the next one. Most of the time when my tanks are destroyed in the game I end up moving the crews as far away from the battle as possible. But now it seems more useful for them to hand around with so many haha
  19. Hey, I found this really odd yesterday playing the third mission into the campaign "A Bloody Ride". You're suppost to assault what is basically a mobile artillery camp with a section of troops and a couple panthers. So, I lay down a barrage of artillery, sit and surpress with MG's and then advance forward. So at first a section was coming up to a trenchline with another section to its right and a scout team to it's left. However, as the scouts were at the 30m mark to the trench, four armoured crew men stood up and began firing their pistols. Both my scouts were killed, both of them at 33m away. Then they proceeded to stand up, despite being under MG42 fire from two sections, and kill four more with what I would call a 'barrage' of pistol fire at about 60m. Both sections with a line of fire were firing their MG42's, their STG's, and about four Kar98's with no effect. A guy would cower, wait a moment, stand up, and proceed to kill another guy with a pistol. This really threw me off. I've fired a Browning High Power at my job, and you'd be lucky to strike a target at ten feet with no wind(The CF have terrible Brownings though). These guys were at 50m at dawn, just knocking guys off in my section. So I cheated and reloaded the scenerio. Same thing. They would stand up, and all four would proceed to pick off my guys with pistols and my weapons would have little effect. So I reloaded again, mad now that twice I've lost over a dozen men to four guys with pistols. This time I went straight up the road a moment after a barrage with my panthers leading the charge and my sections flanking. We surpressed a trench of Engineers and had an assault team storm that trench. With the left clear, I made a base of fire on a short hedge facing the poultry farm with a section and pushed another one into the breach and storm one of the poultry farms. Another engineer team was caught out in the open and killed. But then, Chuck Norris stands up from his trench and proceeds to kill five men with his Browning. One from the assault section, and then five from the base of fire at the hedgerow. Again, they were close to sixty metres from Mr. Norris. But as I watched flabbergasted as Chuck wiped out the base of fire, two more Crewmen (I'm calling them Stallone and Statham) started firing Brownings from a building and killed a tank commander at 50m away and kill two guys in the assault section in a building. Nevermind the Garand or BAR, these Brownings have accounted for nearly thirty guys in three saves with a poop-ton of supression. :confused: I dare say something is overpowered, but is anyone else getting these strange Stallone like crewmen who seem to effectively wipe out sections? I know if a scenerio calls for a guy in the wrong place at the wrong time, but two supress up to three sections and kill a good 30% of that platoon with nothing but pistols just sound crazy. 'Veteren' squads at that. That or Hans just feels like taking a dive. I'm at work right now so I can't provide any screens so if I have an opportunity tonight I could give you the layout and a picture of the area as I don't play WEGO to provide a replay.
  20. The issue with flanking them is that there are mine fields on both sides preventing that. If not the mine fields, the smaller bunker line has a section + with MG covering it. This scenerio I have to say has had me stumped the most. If I were a real commander, I would probobly be discharged for the number of pixeltruppen slain
  21. Hello, I've been playing the Road to Monteburg campaign feverishly since I recieved the game. I love this game so far, and I know there's a lot more to go. So far this campaign is the only part I've played, so I know there's still a lot more for me to discover. However, among the few things that's irked me, I cannot for the life of my little troops destroy bunkers. This issue has made the "le Ham" scenerio nearly impossible. With a lined defense of bunkers, and a few more spread out; they're absolutely devastating to my troops. It seems to me the only way to destroy them is to get my troops physically behind them, and then shoot at them for almost the entirety of their ammunition. I've had 80mm and 60mm mortars land directly on their tops with no results. Bazooka's firing both into their front, rear, and sides with no effect too. Penetration from both my bazooka's and machine guns are so common that it's just depressing to watch the Mg42 spit out another lance of tracers and watch poor Sgt. Bloggins with 2nd Squad be eaten alive. In the scenerio mentioned above, I've had the 240mm guns and 105mm mortars have shells land so close to the bunkers that the ground underneath has shifted just on their edges, and yet they shoot happily away at anything that moves. I'm stumped. This scenerio has me thinking even at night...what do I do? What's the secret?
  22. I think KAF is just a testing ground to see what new rules the RSM's can get away with in an operational theatre to make it more and more like CFB Kandahar. From what I recall the guys hated them. Added heat and as you said it made it easier to catch on stuff getting in and out. The LAV turret isn't especially very roomy, so there was actually a bit of protest when they were considering making guys wear their tacvests in the turret as well.
  23. Inside KAF you're suppose to wear the coloured flag on the shoulder since all you're pretty much as un-tactical as you can get. Once outside it either comes off or you switch out with an IR Green one if you get one. Or a tan flag. Or just wear the coloured one anyways. I've never really noticed any sort of SOP on the flag on the shoulder. I wore a normal one the few times I went outside and so did a few of the guys I worked with. But I also saw guys with the other two.
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