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nik mond

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Everything posted by nik mond

  1. I believe in game the AP rounds are modeled differently for ballistics and penetration is factored in. The 7.92 mm caliber (not Kurz) can be distributed to the Kar98 as Luke said.
  2. Coincidentally I am reading just now "The Unknown Soldier" by Väinö Linna. I too am thinking the Finns would make a great inclusion to a Red Thunder module, the Continuation War would be a nice fit.
  3. then the second option of overshooting the destination and advancing one tile back towards the enemy/direction they came might be the solution, should be enough AI order lines to do this 8 times per AI group I think
  4. Also, Troops and vehicles always face the direction of their next move. So put an extra move towards the enemy, and have that move occur outside of the game duration time. Or, just have the troops over shoot the movement and then go back to the intended location in the direction of the enemy. You will get a decent facing using those techniques.
  5. Having an M16 do that must have been really been confusing to the attackers, all that hell raining on them and nobody to be seen. As to the 30 cal vs mg42 Im surprised nobody posted that ww2 propaganda training film on why our browning is actually better than their mg42. Whenever German weapon superiority started to take on an anecdotal life of its own, the defence department would come out with some interesting myth buster type training flic and give it maximum distribution.
  6. Creating the experience of having the player being the victim of a sniper attack is as important as selecting the sniper attributes itself imho. For example giving the sniper a concealed position at max effective range to ensure his survivability. Veteran or elite so his shots are actually hits. And use of triggers. For example script a trigger so that he pulls back to the next defensive position when the enemy touch ground 250 or 300 meters range from his location or whatever is 50 meters less of the AI tactical range. Something along those lines. Of course best laid plans don't always pan out as expected, so two sniper teams using this teqnique could be the ticket for a sniper experience.
  7. There are a few pictures floating around showing tanks with mismatched return rollers and road wheels. Late production panthers with hull fractures along seams. The lack of materials being the contributing factor to the dwindling quality and numbers of tanks. If the Germans did manage to maintain significant numbers they still would have to find the fuel to keep them all going all the time and that was another problem.
  8. I think the 3rd clip had a modern Sterling smg in place of a ww2 Sten. It wasn't very good, lots of emphasis on the dispatch riders. The 2nd clip wasn't bad except for the historical discrepancy of location and date. The SS seemed a little leaner anyways, and spoke German.
  9. Typically testing a scenario is a one shot. Most people who test are veteran players that use a proven method of approach to win a scenario. Therefore the time spent on reconnaissance is only as much as necessary. Experience leads to a quicker win than an average player. The experienced gamer as tester reports for example "I only achieved a tactical victory in the 1 hour time allotted". Hmmm better add 10 minutes, to accommodate a broader scope of players if time is not a requirement of the mission. Yes its arbitrary could be +5 minutes, or 15, but it has to be more time not less. The more the mission gets played by the designer and maybe the same tester its too easy to fall into the trap of thinking the mission time is too long.
  10. Just a question relating to the time limit discussion. How do players generally feel about hitting the cease fire when they feel the battle has essentially ended but there is still scenario time. It would seem when time is not necessarily the deciding factor in a scenario, a designer may want to bump scenario time longer than they normally feel it would take. Meticulous real time players would then not feel pressed, especially past the halfway mark, but seasoned players would quite often say they ceased fire with X amount of time left.
  11. True, generally speaking in CM2 you can only have a win or lose in campaign design, but you can set the victory threshold for the win. Meaning you can define what type of victory you need to move onto the next map. This could be set up to give the player a "prestige" bonus of units in the next battle, and if he doesn't have an adequate victory (or is defeated) he branches to the next battle without the bonus units. That's one option.
  12. yes I understand, I took things off course a bit. I sometimes use these icons for targeting, or sometimes I just click on the tile it corresponds to. I just tested it in Red Thunder. I clicked on a tentative contact icon which was well above the horizon line of my POV, and my selected unit latched its area fire to a tile beneath it. Even though it did not have LOS with the original enemy unit, it did area fire the ground it latched onto. Its very handy for dealing with an area further away so you don't have to start sweeping the ground looking for the nearest accessible target line.
  13. ... yes, but its nice to see area fire does work well in this game with a bit of management. The effect of which has been questioned in the past.
  14. I think I've been doing this for quite some time. The natural spread of the bullets, or projectiles of any caliber might get lucky and strike a hit on whatever is making that sound contact. That icon is usually not directly located on top of the enemy, but they are nearby.so area attacking tiles in that vicinity can score with a bit of luck. One example at close range are flame throwers. I had an ft team 35m from a contact icon separated by a mound and slight rise in elevation. I targeted the flamers where they were allowed to hit next to the icon. What's unique about flame throwers is they strike with a very wide spread across a couple tiles. You could hear the enemy getting hit in this case.
  15. Good luck. The incentive is there for the player to play smart and preserve their force. Easy coy was a highly motivated elite unit often facing a lesser so capable enemy. If the battles in your campaign reflect this then a smart player will not have them wiped out. And if Capt winters catches a bullet well cest la guerre. Looking forward to this.
  16. Looks ever so good. The trees did you do any adjustment to to the alpha channels?
  17. Not sure about the others, but for the US 57mm the US only manufactured AP I believe, and any late war AT variants, plus HE rounds came from what could be acquired from the British.
  18. I received War of the Rats in an anonymous "to any soldier" package in Kandahar 10 years ago. I pretty much drank this book as it was my only source of distraction when I found time to read this novel. I later did some cursory research to separate fact from fiction, and was surprised to learn there might be more fact to it than people realize. The author David Robbins interviewed Zaitsev in person, at the time the famous sniper was an elderly blind man living in modest surroundings. He gave a detailed account to any question Robbins had. Composite characters and details were in the novel but this was a literary tool to bring forth details that became known in time. There are also Soviet regimental logs and records available but it is hard to separate commissar embellishments from the truth. But they backed up some facts. "The real man - according to Robbins, Heinz Thorvald - was a sniper instructor at Gnossen, outside of Berlin. His skill with a rifle was renown" Major Konig was likely a Nazi cover for morale-hit purposes, its a common name. This still doesn't make it unconditionally true, these examples and cross referenced details all come from the same subject matter expert: Robbins. But by all appearance Robbins did seem to do his research. ... On a related note David Robbins wrote an unpublished "additional" final chapter, and this can be found online. Its seems the fans were not satisfied with the way the story ended with so many unanswered questions after Thorvald gets killed. So if you want to know the fate of Corporal Nikki Mond (no relation) And if he survives the final days in Stalingrad, its worth the read for closure.
  19. That explains it, I often wondered why all the characters were fictionalized. Fort Drum in the winter would have made for a better environment than the Arid location the where that movie took place.
  20. .....Definitely all stock. Good Review, very relevant to the series as a whole, as well as Final Bitzkreig.
  21. ... does the road to Ambleve still lead to Malmedy? I'm having a bit of fun with this simple skin MP mod. And finishing up a new map and scenario recreating the famous skirmish between Combat Engineers sent to blow a bridge and the Greif Kommando MP's protecting it. Actually the MP's almost had the engineers fooled into thinking they were setting up the explosives. When the engineers noticed an MP running wires from the detonator first, then to the explosives. And all hell broke loose after that The skins are tagged so they will only show up scenarios designed to use them. And they are good for prisoner collection and rounding up awol G.I.s too.
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