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derbius

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Posts posted by derbius

  1. surely I can't be the only one who was curious to know what firing off 12 inch guns would work like? Well, briefly, as far as I can tell the only way to get at them is to turn off rarity (even the largest American force doesn't have enough rarity points to afford this). My next discovery was that even though you have to buy a forward observer to use battleship guns the observer is still rated “red X"–i.e. they have a tough time in getting the attention of the battleship. As a result there appears to be a minimum 20 min (!) Time delay. On the upside, you get a little more than 80 rounds of HE. Basically, the only way to use this is during the setup–pretty much flatten the entire map then roll in and mop up.

  2. It's more than a little frustrating that while you can get ordnance out of a halftrack using "acquire" I haven't been able to see how inf wandering around the battlefield can be encouraged to pick up and use abandoned LMGs, bazookas and panzerfausts. Do they do this automatically if they are in the right location without being told to? I have no evidence of this yet.

    On similar grounds although I can see that there might be gamey-ness in allowing gun crews to bail out then recrew, would it not be reasonable (if not yet technically possible) for mortar ammo bearers to crew abandoned mortars or AT gun ammo bearers to crew ATGs?

  3. I had two tubes of 81mm arty (why this shows as 6 green circles I don't know). I told them to fire "long" expecting them to fire 20-28 rounds then stop. Two minutes later they seem to have shot until empty (and we were told they had 100 HE and some WP to start with). I can't even get them to fire the WP now! Is "heavy" 20-28 rounds per minute per tube? Do you always need to tell arty to cease fire? I thought that was the point of setting a duration?

  4. I like to play through my battle report from level 7 (ie 'god view') first, then zoom in to see how certain key fights played out. Unfortunately, at the moment it is easy to miss when your own or other people's inf or armour gets killed and it is often very difficult to tell what killed it. Of course one might not actually know who killed a specific unit, but it's still frustrating. You don't really know how a battle went until the end - and often not even then. Any chance of restoring (for example) as an option the lines showing you who is firing at you if you are selected as it happens (where you know)?

  5. On the L flank my guys hid behind a wall so effectively nobody spotted the shermans crossing the field until they were on top of the squads. Then instead of 'shrecking the Shermans to death, my guys surrendered! (I guess if there's a Sherman 5m away from you and facing you tend to panic). Barkmann turned his turret away from a Sherman nearby to attack some inf behind him and got a shell through the back of the turret. *sigh.

  6. I agree with LemoN - it's too hard to see gaps in the bocage for infantry using the camera which would be fairly obvious for real troops on the ground so you end up having to send them to the other side and let the AI figure out how only for the AI to make a dumb decision. One problem I have run across - inf automatically sticking to cover isn't always a good idea - sometimes you really do want them to follow the path you give them diagonally across a field. Is there a 'force this path' option? Could there be?

  7. One of the disadvantages of WEGO and of CM's excellent realism is that when units do something weird it really sticks out. Sometimes you can pretend to yourself that there is a sound reason but sometimes... This thread is for those other moments.

    * My HMG came under arty fire and the gunner was killed. The other people in the squad continued to fire at the enemy... with their rifles. Well done lads.

    * A veteran scout squad told to hide in the trees seems to have panicked under arty fire and decided to open up on the overwhelming American forces c 100m away and in cover.

    Any other favourite AI failures?

  8. The manual says, "Artillery strikes targeted near a TRP (within 50m) do not require LOS from the spotter" - so if I understand correctly, I can have a guy looking out for units near the TRP who is connected to nobody (so only omniscient me can see that troops are approaching the TRP) then I can click on the highest-ranking HQ I have anywhere on the map and tell him to order up some arty onto the TRP? Isn't that just an excuse for magic targeting? I think any unit should be able to call in arty to a TRP without delay but there should be some way for the message to get from the unit which sees the TRP to a unit with authority to call in the arty.

    Or have I misread how TRPs work?

  9. The title says it all. A place for players to volunteer their email addresses and other useful parameters (eg preferred side, scenario and time zone). I'll start!

    • Busting the Bocage
    • Prefer allies but will play either
    • GMT (London)
    • Would like to play someone who has not yet played either side so we both come to the scenario with no knowledge of the opposing forces. Can do at least a turn a day but will try to turn them around ASAP particularly in the early turns where nothing much happens. Elite skill level, please.
      davidbrake <at> gmail.com

    Just drop me an email and introduce yourself...

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