Polo
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Posts
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Posts posted by Polo
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When infantry attack tanks with grenades and satchels, it is partially an abstraction of close assaulting the tank. You'll note they only attack with grenades at very short range, not normal grenade range.
Really? So what is this range? (normal and reduced)
In CMx1, I 've got used to use 30m target arcs.
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Bottom line, if I were testing on this project it would be filed as a bug, marked to be fixed, priority 3, since it's not crashing anything and it's half working as desired.
Priority 3? You must be kidding...
It is one of the worst "non crash" bug/feature in the history of CM. I ruins the FOW system of CMx2. (And I say that as a big fan of CMBN)
Unfortunately I guess it must be hard to fix, since if it wasn't, it would have been fixed years ago. I really hope it is a tough one.
Number one on my priority list, even before AT target arcs.
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The odd thing was, the german infantry did not show to have any grenades at all.
It is probably because the grenades disappear from the inventory BEFORE they are actually used during the 1 min turn.
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I've got 5 grenades at a Stuart lately, but the infantry squad prudently ran away before they could eye on the result.
That is something GREAT with CMBN, and something often overlooked: the possibility to withdraw without losing every man in the team, contrary to CMx1.
Polo
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Excellent!
Is it at scale?
Looking at an Omaha beach brochure, I seems to be a good map for a battalion assault with tank support.
Very promising!
Polo
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Have any of you got significant experience of infantry grenades against tanks.
In CMx1, I think we will agree on them being a bit overeffective. (won't we?)
What do you think of them in CMBN?
Polo
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Hmm, had this happen multiple times...
I think it may still be a bug: it sometimes happen with vehicules too.
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Actually, it looks like a portable version of "GĂ©oportail", doesn't it?
http://www.geoportail.fr/visu2D.do?ter=metropole#
An excellent link anyway. Select: "Cartes IGN"
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You are welcome, nik. I prefered to make it a general case, but you indeed recognized your scenario. Pretty hard one, BTW, even with the Pz IVs.
Polo
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And you can avoid them firing and reloading by using "fast".
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Thanks for noticing my post.
Actually, in retrospect, I think it may be a bug. The effect on morale is far too exagerated.
Polo
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I am currently playing one of the well designed scenarios from the repository. Unfortunately, it has a big default! I wanted to share the issue in order to influence scenario design.
I was playing with Germans. One of the group (3rd platoon) was a fusilier platoon with light armored vehicules attached (one 20mm AC and a 75mm HT). At a given turn, the platoon was taking a beating (40-50% casulties in the inf squads) and the 20mm got killed by a 105mm shell, while the platoon team only took one casualty, being only "nervous". The destruction of the AC in front of the men was impressing them badly.
At the next turn, two Pz IV and two HT with infantry (part of it attached to the Bn, part of it to the 3rd Plt). The two Pz were attached to 3rd platoon (a bit of an oddity, BTW). I give them fast movement orders for the next turn.
Then, the next turn: none of the tanks moved: one was "panicked", the other "shaken". From the inf teams, the ones attached to the Bn were OK, the rest at least "rattled".
The tanks were not even arrived, already panicking!
Apart from the fact their reaction was a bit violent (the situation was not so critical...), it is clearly a design flaw.
So general rule, please: except for lone vehicules, maybe.
DO NOT ATTACH REINFORCEMENTS TO HQs ALREADY ON MAP (and choose this HQ).
General rule, at least take a look at the issue while design in your scenario.
Polo
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I had this one with Hussar, too... Interesting.
Polo
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As far as I know:
- Wrecks are obstacles for small arms, not for tanks guns (this has been told by someone, somewhre in this forum)
- I have also seen AP rounds going through armored vehicules, so I guess one round could kill two vehicules.
Polo
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You really should take care before writing such topic title as "ridiculously inaccurate" without knowing to play the game, even with a question mark...
BTW, is there a way to know the spotting round was unobserved? (as it was the case in CMx1, we could always say if it is OK or not)
I guess the spotter knows he hasn't seen the round falling, right?
Polo
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You've selected "download only", what kind of delivery would you like to have?
Polo
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WineCape, pardon me, but what do you mean by : "A complete one at that, up until you see the simulated close air support (CAS) results are mostly ... too close and non-supportive. " ?
Polo
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Anyway, the sounds are excellent... Ah aircraft piston engines!!
Polo
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It seems there is a bug about AT gun selection in QB, as far as I know. That will probably be patched soon. (explained in another topic)
Polo
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Could you elaborate a bit, Rokko, please?
Polo
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So, did you tried "Fast"?
Polo
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Rocky, you know that you can attach a target arc for EACH of your waypoints, right?
Polo
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Is there a way to tell at what distance you can spot, by the way?
Polo
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I tried it with dismounted Tigers: I can fire at them until they are knocked out or destroyed, as far as I know.
Polo
Grenade against tanks
in Combat Mission Battle for Normandy
Posted
Actually, as always, I was asking, not to now about "real world" behavior, but more about in-game results... (but I sure am interested in your historical considerations)
Polo