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A Canadian Cat

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Posts posted by A Canadian Cat

  1. I am going out on a limb here as I don't generally play QB games, but I thought there were some penalties for cherry picking and that units were cheaper if purchased in a formation. I could be absolutely wrong though.

    You are correct purchasing single vehicles is more expensive than as a unit.

    If you pick up a platoon of Shermans (M4A1 late all regular, normal, fit, 0) the each tank in the formation is 187 points.

    If you add individual M4A1 late regular, normal, fit, 0 tanks to a unit they will each cost 202. So, not huge but there is a difference.

    So if you added five tanks to some other formation to simulate a platoon of Shermans that would cost you 1010 points but if you added a medium tank battalion formation and strip away all but one platoon that would cost you 935 points.

  2. A different ( ? ) contact for vehicles as opposed to infantry. <snip>

    Another thing I'd like to see implemented at higher difficulty levels, Elite, Iron, is that you don't immediately get complete enemy unit information.<snip>

    Information could be drip fed according to the experience of the unit in contact.

    <snip>

    Same could be done for vehicles, (Halftrack Generic) > Further Observation > Stummel.

    <snip>

    +1 I would love that too. I have asked for it too.

  3. If bazookas and ammo can be taken from a halftrack or jeep, then why not ammo from a trailer?

    @womble means that in the game there is no way to resupply amo *to* a tank or tank destroyer (or half track for that matter). Therefore there would be little use in an amo trailer.

    It is possible that changes to how amo supply are handled could make it useful in the future. We will just have to wait and see. As my son's hockey coach was fond of saying "But don't holder your breath, cause you might die". :)

  4. Of course that even SINGLE medium caliber AP hit on tracks or wheels CAN cause mobility kill. <snip>

    I'm not sure how it works, would have to test it. But the feeling is, that almost any medium caliber hit on wheels or track causes mobility kill. So it definitely happens often.

    Testing would be a good idea. I just completed a game that included an encounter between a tiger and three Cromwells. I was using the Cromwell's speed to come at the Tiger from multiple directions. The fact that I knew where it was and was able to maneuver well let me get the first shot with each encounter. My tanks managed three wheel hits from close range on the right side of the Tiger (we were in an orchard and the distances were under 200m). My thought at the time was - OMG how many times do I have to hit the wheels on that beast to make it stop. The Tiger just kept coming.

    In the end my last wheel hit did immobilize it. The Tiger totally destroyed two Cromwells and rendered the third mute (only two crew left no working gun and severely degraded mobility)

    Seems perfectly plausible outcome to me. And yes if I had immobilized it with the first hit or if it was still going after three I would still say it was a plausible out come ;)

    I have to admit that I was hoping that a surprise hit from the side really close I might even manage to destroy that Tiger. No luck there. Those are truly scary tanks.

  5. Plenty of times I've seen a pixelsoldat get WIA/KIA while readying a grenade and the grenade falls from his hand and expodes nearby, sometimes wounding nearby squadmates.

    I have seen this happen a couple of times too. Once to my guys (rats!) and once to my opponents. So, yes your own grenades can cause friendly casualties. I wish I had recorded it on play back - oh well next time.

  6. Regarding the KT,...there are only two hull options as I didn't want the zip to be HUGE. Anyway, Tiger IIs had minimal markings in the hull and were recognized by the markings in the turret. KTs didn't have just 101, 102, etc. Depending on the company it could be 201, 202...204 (for second company 1 Zug), 211, 212, (second company second Zug or platoon) or 301, 302,...(for the third company...)

    Thanks for that explanation - makes sense. So, it sounds like it is not possible to get the turret numbers for a whole company visible in game arranged that way. I can live with that.

    The various numbering styles you provided all look really cool. From reading the reference provided by @patboy it does not seem like the turret number look was assigned to a unit.

  7. So, I now have your Royal Tiger mod - excellent thanks. I have a question about decals. My plan is to make sub directories for the various decals so I can choose which unit I want to depict. So, since I just down loaded the Royal Tiger mod I figured I would start with it.

    There are 6 different units described in your PDF. But there are only 2 hull decals and there are 11 turret decals. My question is which ones go together?

    In addition my understanding is that the tanks of a platoon were numbered 101 102 103 and 104 but your decals do not have such an arrangement. Is that due to the way decals are handled in game? Is my understanding correct?

  8. To all the new players whether they have CMx1 experience or not I say be patient, and you will grow to understand the game. I was one of you too. It took awhile to get used to it in its differences from CMx1. It is more complex, challenging, and realistic than it’s predecessor and that is why I like it so much. <snip>

    Well said. I started playing CM1 (BB and AK) shortly after CMBN was announced (I sooo wish I had hear about it 10 years earlier I would have been playing all along). Two of my friends and I played BB and AK while we waited for CMBN. I remember the biggest aha moment for me. I forget the name of the scenario but I was playing the Germans and my job was to escort trucks across the map against a Russian force. Once contact was made I did what I had always done in the past with hex and miniature based games: moved the squads towards the enemy positions expecting they would prevail. Result: a total failure and my guys ran away. I asked my friends what I was doing wrong and they explained. So, I setup to try again. Had the tank and HT lay down suppressive fire against the known enemy positions. One squad also area fired for part of the turn to cover the other squad as they advanced. Two minutes later my guys had overrun the enemy. It was a great moment. What an awesome game.

    Once CMBN came out there was no turning back I just kept on learning more tactics and game techniques to realize them. I read the shock force forums about how to stack commands on your movement orders. How to conduct building clearing. Next thing you know my squads are maneuvering and firing like pros:) Now I have even begun splitting squads to gain more control over who shoots when and who runs when. But really you can get a lot done with the Assault, Fast, Quick and Target commands.

    There is plenty of videos out there to watch to help one with their game play, as well as veteran player on the forum to help you. Remember practice makes perfect. Learn from your mistakes, and you will succeed in becoming a master player.

    Excellent suggestion. Give us a situation that is giving you trouble and lets see what we can all come up with.

  9. Yep, that's it.

    That is really cool - thanks for showing. Earlier in the thread you said

    <snip>A different mod to work with as stock BMP are way different to what I have been working with...

    What do you mean? I have no experience with any of the vehicle BMP files. What is different about the Lynx image vs the others you have worked on?

  10. Now for a update on my sniper team.

    They did manage to get a few more shots off from the new spot but a MG started to return fire so it was time to pull them back again.

    <snip>

    But my heroic team has done so well. I now feel attached to them and would hate to see anything bad happen to them. But I see this battle looks like it is going to cost me many men to defend and try to win, so their fate is still to be decided.

    Thanks for the update. Great story. Are you playing against a human opponent or the AI?

  11. Did it make it out the other side? I had a tank once that ended its move inside a building and I could not give it any more move orders and remained stuck there. I often wondered if the move end point was further forward if it would have been OK.

    BTW the order I specified should have had the tank pull up *next* to the building - some how the pathing was tweaked and it ended up in the building.

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