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Ithikial_AU

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Everything posted by Ithikial_AU

  1. I've never been to Canada and nothing ever came up in my research about where they got the name from. Probably some staff officer who named it after his home town?
  2. I've noticed this as well with the Germans. I don't think it's something to do with the Target Light command ending but more about the TacAI deciding what weapons to use on it's own accord. The Panzerfaust 3 TacAI is apparently using them to target buildings where there are enemy present. This in itself isn't bad (it's like RPG7's with the Syrians) but I think players would prefer to have control around whether the faust is used or not to try and dislodge and enemy. The long range of the faust means it gets used pretty quickly as soon as enemy are spotted so players playing WEGO really have no chance to react. I have no idea if using a faust in this fashion is tactically correct from a professional military point of view (I'm no grog that's for sure ) but again I think the player would rather have this greater level of control of the asset in this instance.
  3. Manning the Combat Mission Help Desk count? He was back a little way but near the objective for most of the game. You can see his peak cap in one of the last photos. I was just running out of men given so many were panicking and going to ground after a few seconds of combat at that point. I needed every and rifle forward. Now benpark... there's a slacker for you. I think he found some Berliner's liquor cabinet before the battle began. Granted he was probably tired after building all of central Berlin. It's actually showing off the RPG-43. And yep.
  4. And just like that it’s all over. (Just to prove that yes Volkssturm are indeed in the game. ) There isn’t much different in terms of positioning of each of the Kampfgruppe compared to my last update with a battle map image. A victory is a victory but it was damn close. I never saw the human wave assault coming towards the end to try and break into OBJ Beer. My pixeltrüppen Fallschirmjäger were panicking quite heavily after that – a second wave right behind it would have meant a contested objective and a different outcome. Virtually all of my infantry and panzers are rattled morale wrecks. Pic - The "Wall of Aluminum." It seems like a solid line but all of these troops are rattled and hanging on by a thread. The scene of the crime: Things that I felt worked: Rushing holus bolus towards OBJ Beer from the opening as per my initial plan. My pixeltrüppen had to run quite a way and a Soviet Tank showing up in the right place at the wrong time would of meant utter failure in the first two minutes. I was expecting Soviet tank riders to be rushing towards the objective at the same time as me, but I was lucky BFCElvis decided to take a slower approach. - Slicing and dicing the map down those main roads running down the centre of the map by the JzPzIV’s and other vehicles. This prevented or at least slowed down the redeployment of Soviet Armour through most of the battle. Infantry managed to slip around the back unnoticed but good terrain analysis up front meant I could be pretty confident and squeezing Soviets into a slither of the map from early in the battle limiting their options. - The map. You’re going to enjoy @benpark ‘s Berlin effort once you get your hands on it. Once you’ve had your IS-2 and King Tiger fix do yourself a favour and load up one of the two Berlin master maps (but go grab a coffee for 20+ mins) and just go exploring. It’s a masterclass of urban map making. - The new TacAI changes are just in time for the more urban fighting that is coming with this module. The final death toll at the 'Intersection of Death.' I felt this personal objective to lock down this part of the map with my own armour worked very well. Things that didn’t go well: - I got a bit lax midway through the battle with my vehicles thinking I was on top. It was entertaining but there was quite a bit of waste there. - We agreed no off map assets (except the aircraft to show off the Ostwind) so I took infantry guns thinking they could still provide some heavier on map indirect support beyond 81mm mortars. That didn’t work as the map was too tight with the multistory buildings and too small. Bad selection on my part. Oh well. - I started running out of ammunition towards the end and didn’t manage some of my squads the best as a result. Finally, how all of the Kampfgruppe Commanders faired at the end of the battle: - @Hapless = Dead and crispy. Shot through the head by a Soviet LMG fire. His tank crew followed him to the grave late in the battle after being taken out by the last remaining Soviet piece of armour on the map. The tank went up in flames and was doused by a flame thrower for good measure. - @DoubleD= Dead and burning in his tank. Didn’t stand a chance with a single catastrophic shot to the hull. - @Josey Wales = Dead. Shot down in the street after exiting his armoured car. - @Bootie = Alive! Spent the last ten minutes cowering under a window from a wave of SMG fire. He’ll have some mental scars but has survived the war. - @mjkerner = Alive and shooting. He raced up to the ‘wall of aluminium’ after the human wave assault to try and rally his men. They didn’t really listen to him but he’s joined the front line getting a few shots off with his pistol in the last few minutes. - @benpark = Alive. Spent the whole battle back at OBJ Vodka living the life relaying fire missions to mortar teams. Big thanks to @BFCElvis for an entertaining and bloody battle. Thanks for checking in everyone, if there are any final questions post them below and I will see what I can do. Oh and no I have no idea about pre-orders or when it will be ready.
  5. We're close gents. Probably one last big update once it's all done and dusted.
  6. Bullets to the left of me, bombs to the right, here I am stuck in the middle with you... There's at least two aircraft flying overhead dropping bombs and raining .50 caliber rounds. Three bombs so far. The Ostwind is working overtime. No sign yet that I've scored any hits but those large 37mm shells are from the Ostwind are causing the aircraft to veer off target most of the time. North As per my little teaser I thought I had this flank in the bag. The Panzer IV started roaming shooting up every Soviet infantry spot it had. Then out of no where a heavy round at close range took it out in one hit from a gap between the buildings. I've had no spots in that location and swear a tank couldn't squeeze through that gap! Soviet watches Volkssturm, Panzer watches Soviet. Then he added some fuel to the fire. Meanwhile KG @Bootie moves across the main street and starts a close range firefight with handful of troops. Their morale is already shattered and they break quickly when coming under fire. Their leader rouses them multiple times but they'd rather bury their heads in the ruined buildings than shoot their guns. Meanwhile the Soviet aircraft are focusing on my forces at the end of the street on my side of the map but the only kill they've got is a lone ammo truck. Centre Actually very quiet. The JzPzIV amongst the other tank wrecks is still safe and has been destroying a number of infantry remnants but nothing much else has happened. South Elvis takes many casualties as my PanzerIV in the south moves up and saves KG @benpark. It then comes under attack from the aircraft with many hits, but luckily only strafing and not from bombs. Meanwhile Elvis drops a heavy load of mortars right on top of OBJ Elvis causing a few casualties and causing my entire 'Wall of Aluminum' to hunker down and panic again. THye poke their heads up just in time to see Elvis' recon element that is quickly taken down. "... it was in this moment that Ivan realised, he f****** up." The main attack in the south comes but not where I expected. I run into the main Soviet infantry force which is still on the main road creeping forward behind the wrecked T-34. A brutal short range firefight opens up but my last Panther in the area manages to spot the fire and unloads MG and HE fire into the blob of infantry, breaking up the approach. I'm counting my lucky stars here since my fallschirmjaeger are questionable at this point. I'm surprised Elvis had no idea I still had the Panther here. With that I send the last PanzerIV in the south (that just survived the air attack), down the main Soviet road to join the JzPzIV. It's time to go hunting that OT-34. Revenge will be surved this night. Finally the map. The number of stars reflecting enemy fire really picked up in these last ten minutes. 10 mins on the clock.
  7. The Ostwind opens fire. Does enough to make the Soviet aircraft miss it's target.
  8. It's a complete opening like a large room. It's also an ad-hoc way to make a vehicle garage at least visually since vehicles can't enter buildings. There is no way to remove floors from a building to create vertical space in a building.
  9. Relief. Sweet Relief. It's important to note that everything posted yesterday and this evening takes place in two minutes of game time. North Elvis' Sherman puts another round into the knocked out JzPzIV as it tried to get a shot onto the surviving JzPzIV(A). Meanwhile the timid PzIV halts as ordered and lines up the Sherman. It then took a hit from an unseen AT Gun, it has to be only light calibre (luckily) as the round ricochets off the front hull. Their morale holds long enough and they drill a hole straight through the rear of the Sherman knocking it out in one. The PzIV's morale breaks, it pops smoke and retreats, taking another ricochet from the unseen AT gun as it retreats to safety behind the buildings. South Meanwhile in the last turn (the same as sheer craziness in the last post), my other PzIV takes it's chances and charges through the smokescreen it's deployed hoping it's enough to block the LOS from the SU-85 that is only meters away. (Pic below it's right next door to the knocked out T-34). I get momentary spots on a huge clump of Soviet infantry in the street trying to scavenge weapons. I have more important priorities, saving KG @benpark. In the following minute the PzIV gets into position and starts blasting the buildings providing sweet relief to my pinned down Pioneers. Two Soviet squads fall to a barrage of HE and MG fire from the PzIV. Tide turns quickly in this back alley. The SU-85 starts to move through the same smokescreen I deployed earlier to try and get around to the rear of my PzIV. I can't see it but the smoke is slowly drifting west which reveals it (I suspect bogged in a crater). KG @mjkerner's 'Wall of Aluminum' Fallschirmjaegers let loose with around 4 Panzerfausts. The final one hits the roof of the SU-85 and it's enough to knock it out. It's a near thing, all the Fallschirmjaegers go to ground and panic immediately after firing the Panzerfausts - so poor is their morale state. They hold position but are not watching the main approach to OBJ Beer. There's also some scattered small arms fire in the centre and Elvis is actually causing a few casualties compared to these two flank engagements which is holding my attention. I am pretty confident that the SU-85 was Elvis' last piece of armour and he's taken another serious hit to his infantry reserves with the PzIV redployment. I've received no message from Elvis so unsure if he is giving up or going to keep pushing with his infantry. One slight push at OBJ Beer... For now...
  10. Minor update of sheer and utter madness because I'm sure if he hasn't already BFCElvis has started to gloat (I know I would have). Ithikial's grand Panzer plan falls dead in a heap. The two Panzer IV's take lead and pincer the known Sherman. It's facing towards OBJ Beer to the south. It's utterly confused spotting both Panzer IV's he poor commander and gunner are shell shocked. The turret finally begins to move. The Sherman at 'Dead Tank Corner' gets the first aimed shot off and instead of going for the rear of the turret places one directly in the centre of the hull! It ricochet's off the hull. Sherman slowly moves it's turret and single shots the Panzer IV. Immediate catastrophic explosion. The JzPzIV directly behind then takes a hit in the rear engine and is knocked out. I think my last JzPzIV(A) is safe since there's literally four tank wrecks lined up between it and the offending Sherman. Meanwhile behind the other Sherman has a panic attack (the crew are rattled) and pops smoke and begins to reverse rather than taking a shot at the rear hull and turret of the Sherman! Luckily for me it's the end turn and I quickly put a stop to that nonsense. You will stand and fight or your will die. I'm not nice to my pixeltruppen. Now to go grab a drink.
  11. In memoriam KG @Josey Wales KG Josey Wales has been wiped out to a vehicle. Well except the Ostwind but it's done nothing all game. North Up first just a nice scenic shot that I think summarizes the upcoming module - minus the snow. Josey Wale's last surviving halftrack saw an opening as the lend lease Sherman on my far left flank pounded some infantry from KG @benpark. The Sherman's turret was facing away from the halftrack so with bravery it rolled forward. Mistakes were made. It easily got into position, aimed and was elevating the long 75mm gun barrel, but Elvis had been sneaky over the end turn. The Sherman began reversing to break contact with my infantry and in the process swung the hull and therefore the turret back in the direction of the my halftrack. The halftrack came off second best with two quick 76mm rounds through the hull. (Centre right of the gun shield. A thin piece of metal doesn't protect much against a 76mm round. ) Payback was quick, but not against the Sherman. The tank retreated further back into the main road that has been Elvis' main logistics line all battle. It did however give up it's overwatch position across the park that dominates the north east side of the map. @DoubleD's Panzer IV (minus DoubleD himself who sits dead in his commander's seat!) rolled into the park and took out a Soviet AT gun and some infantry that hand been loitering for a while. It then successfully rolled back to safety after popping smoke. Unsure why which has me a little concerned. The green crew is rattled following the death of it's commander but it saw something. Back in it's position of safety, it immediately came under fire from a Soviet mortar position. A few close calls but one some scuffed paintwork. Meanwhile elements of KG Benpark are setting up to enter the park. There is preciously little Soviet defence now on this side ( I hope they haven't traveled south) so time to apply some more pressure. Elements of KG Benpark are occupying the old Sherman position with their panzerfausts, daring the Soviets to come back to the park. To the far north, Elvis rains down some off map mortars (I assume). Takes out a kubelwagon and some infantry gun crew but I think it's falling well off it's intended target which is the Benpark's infantry closer to his lines. Centre Strangely all silent. KG @Bootie has pressed some Volkssturm forward and even the crossroads of death appears vacant of enemy troops. Probably not the best shots but they hold a lot of panzerfausts covering the intersection. They are also doing a little to much thinking for their commander's liking... KG Double D is just about ready to spring it's trap. South The final KG Benpark platoon has crossed successfully to flank to Soviet's trying to take OBJ Beer. I'm getting eyes on a lot of Soviet corpses which I don't remember killing. Mortars actually did something other than damage some buildings? And then their brothers in arms show up and try to even the score with their SMG's. The one positive is I think these were troops ELvis was setting up to assault OBJ Beer which I don't think my 'Wall of Steel' of @mjkerner's fallschirmjaeger would be able to hold. Elvis did conduct a probing movement towards OBJ Beer since my last update, and even though they were dispatched my troops still panicked and went to ground. I don't think Elvis realises this. My 'wall of steel' is actually a 'wall of aluminum'. 20 minutes remaining. Finally the map and the next moves. KG DoubleD will launch it's attack once one of it's tanks crosses the park. We'll hit that Sherman from both sides while covering the approach the SU-85 in the south may take to react. KG @Hapless is firing some smoke rounds and will race past the Su-85 to assist Benpark's pioneers. Hopefully he won't be too late. KG Bootie surprisingly holds the centre of the whole operation.
  12. Honestly no idea what you are talking about... Honestly, all my troops are green (which I think is actually @benpark's work to try and balance out the forces on both sides), unsure what it does for motivation of the German troops in May 1945. But I think what you are seeing in this battle is more because of the TacAI changes for troops behind hard cover. As I mentioned last month, expect to expend an awful lot of ammunition to dislodge enemy troops in urban battles if you only have small arms. If this was a battle in an open map I think you'd see my troops running (away from the enemy) quite a bit more.
  13. When Failure Produces So Many Results A few infantry being blasted on both sides, the loss of an armoured care on my side and another T-34 for Elvis. I think he only has two tanks left, an M4A2 covering the eastern approach and a SU-85.covering west. It's time for a panzer charge. Centre Elvis decided to move a T-34 into position to try and blast some of @benpark's pioneers. Instead he ended up blasting a whole squad of @Bootie's Volkssturm with one HE round through a window. I responded quickly by moving my last armoured car from the late @Josey Wales's command along with the Panzer IV from the late @DoubleD's command in response. The T-34 didn't have the ability to react and took a side shot from the Panzer IV. My vehicles then reversed away from the intersection of death. That however led to this unfortunate encounter as an Soviet AT gun was spotted on the end turn with a great angle on my parked PzIV. Luckily my Pz IV managed to reverse out of the way. I think the AT gun was still limbered and moving. It was in this moment I decided to risk it. (The Independence Day meme above). The armoured car was ordered to advance towards OBJ Jaegermeister and circle it. This would add more confusion for Elvis and keep forces away from OBJ Beer in the south. It got far but there was one thing I forgot... it was an opened topped vehicle. A platoon of Maxim's shot into the open canopy, leaning their HMG's out of the windows over the buildings of OBJ Jaegermesiter to blast the crew and instruments to smithereens. (After the event) This gave me valuable intel. There is little in the way of anti-tank assets covering the main objective. No AT Rifles by the looks of it. I did spot another AT gun but again it's out of position in the main street. As a result 2x JzPzIV's and another 1x Pz IV from the south are redeploying to the centre. Linking up with the remaining PzIV from DoubleD's command this armoured fist is going to take control of the intersection and effectively cut the enemy force in two. I don't have anything in the way of infantry that can assist so fingers crossed these vehicles are good at spotting. I'll make a call whether to push one way or another from Elvis' effective rear once they are in position. North Not much except for the pesky lend lease blasting another squad. My mortar rounds came in oh so close to an engine hit. The last halftrack (and vehicle from Josey Wale's command is about to try and get a side shot on the Sherman as it focuses on my infantry. South A few Fallschirmjaeger stragglers have moved into the buildings to scrounge panzerfausts. Benpark's pioneers have pushed forward and I've been surprised there has been no Soviet infantry contacts. Has Elvis effectively run out of infantry? I'm blasting my way through neighbouring buildings and looking to apply pressure to Elvis' flank in the south. Box hi it and make OBJ Beer impossible to reach with any other forces. The Map 25 minutes on the clock.
  14. In your documents folder there should be a text file called "display size.txt". If not create a blank text document. There should be three 0's by default. This will tell the game to use the desktop resolution. Alter the first two numbers for the display size you prefer and the third number is your monitor refresh rate.
  15. FXAA is on. For NVIDIA - go to the control panel and turn it off for each CM application. Can't comment on the resolution issue. I still use an old 1920 x 1200 monitor. 16:10 for life! (Not really...)
  16. You can modtag the road sign textures. Modtaged texture files need to replace each existing base game file to avoid duplicates. If you still get random assortment just copy to mod tagged texture file and name appropriately to 'cover up' the remaining base game signs.
  17. Left out of battle (LOB) system was used across all the Commonwealth forces wasn't it? Anyway, I've always missed the "total force" morale factor from the CM1 era. That little '%' score that used to tick down as you took losses. Yes there's still a surrender point in CM2 but you probably already threw in the towel before it kicks in. The ability for scenario designers to put in a forced 'ceasefire' point for each side based on casualties suffered would be a big help in keeping things a bit more grounded. Particularly for individual scenarios where there's no consequence. A low percentage assignment would reflect a force not willing to commit, while a high percentage would be fanatics or a force knowing their mission is effectively do or die. Assigning victory points to keeping force cohesion like we can now is one thing, but having the game do an auto ceasefire and calculate the victory score from that point to reflect the force disengaging but holding onto what they've done would be interesting - well in my head at least.
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