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A Canadian Cat

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Everything posted by A Canadian Cat

  1. I get what you are trying to accomplish and you even have a valid reason to want to see changes: having cowering less "the world is coming to and end" and be more "crap that was close" is a good thing to want. Same for buddy aid. We have heard from some that kneeling to provide aid is SOP but I can see an argument for those giving buddy aid to tailor their stance to fit the situation at hand. So, I cannot find a statement by Steve or Phil to clarify it once and for all but I am sure I read it once. I can offer that I am not the only one that thinks the the polygons for the models *are* the hit box for soldiers (and everything else BTW): http://community.battlefront.com/topic/105664-representation-of-squad/#entry1386904and http://community.battlefront.com/topic/97033-two-stoopid-things-the-problem-with-realism/#entry1270199 It makes no sense to track geometry and hit boxes that are separate from the model. The model is there - use it. With your change is it creates a separation between what I see on my machine when I play again against you and what you see on yours. The big problem is that it will change the behaviour of the game depending on who's machine generates the turn results.
  2. Wow guys - this is awesome. I forgot this was a multi commander game - nicely done and great AAR going here.
  3. You do not often see an operational Sherman tank with so may hits (seven) so I thought I would share. He and his mates are duelling with a couple of Panthers and a PzIV but at about 1800m range. All they seem to be able to do is mess up each others paint job (BTW the Sherman is at a higher elevation than the Panzers).
  4. Good summary - a few screens coming soon but might be tomorrow. One of my tankers spotted mortar team trying to setup outside of the town. They will get some HE love ASA quick. The smoke is still 5min away and one mortar is hitting the village and the other is still firing on the edge of the map - sigh. I was going to cancel the mission and start over but one mortar team is down to 8 rounds so I'm going to let them go to empty and see which one is which. If the guys with the ammo are already firing on the town then I don't need to cancel them.
  5. You are very kind - I certainly try. That tends to be true. Occasionally we still get some sad sacs - I have had two guys from theBlitz ladder quite on me. But that was the exception and not the rule and I have a handful of guys that I play regularly now. What I do once I have been totally beaten is offer a cease fire in game and then tell my opponent that I am done and that I have set the cease fire flag and whenever they are ready they can end the game by doing the same and in the mean time I'll keep playing. That seems to work well.
  6. Oh interesting. The icon is supposed to be over the "centre" of the unit. You can sometimes get some interesting icon placement if on or two men in the unit are far away from the rest. Is everyone in that unit near each other? You can tell by hovering your mouse over the weapon icon and that will turn the action label on the left to white and the green unit base of the soldier will flash. BTW the devs do not guarantee responses in this forum it us a self help forum. To get a corporate response you have to open a support ticket.
  7. LOL, you are one step ahead of me. I was just about to write, no that's not what Bil meant. I see you figured it out on your own. On the subject of creating illusions you could even have some units go up the over the top of the ridge in the middle and make it look like you are going to cross the field.
  8. It is true we have not had an official accounting of the effects. Or at least I have never seen one I totally agree with @Vinnart.
  9. You are having a tough time for sure. These campaigns are clearly not going to be about balanced CM battles and this is a tough one. Personally I think some of the confusion is probably a good thing. OK not good but expected and realistic perhaps. Back safe and sound Company C is itching to get in there and help. Just say the word and we are ready. :-)
  10. I like your plan and your force suggestion. I was about to suggest the very same thing. I think I would be drawn to the left side avenue of approach because I like the cover of woods rather than buildings. But the more important thing is to avoid that field.
  11. LOL did I hear my name. I always thought that speed mattered and I play that way but honestly it has been a long time since I tested that - I know I did once. At the time it was after a particularly nasty immobilization incident I experienced in Huzzar (awesome scenario BTW). Through the miracle of google I found the thread: http://community.battlefront.com/topic/100039-bogging-and-immobilized-is-it-right/ A table comparing the results of Sherman tanks travelling 7km of terrain can be found in this post: http://community.battlefront.com/topic/100039-bogging-and-immobilized-is-it-right/page-2#entry1312857 (Note: the numbers are for still operational tanks so higher is better). The summary is that for Sherman tanks 8% more vehicles were still operational after driving on the course at slow than when driving the course on fast.
  12. Ooo excellent I did not realize who they were. So, this is an important thing to be thinking about. Clearly you need to cover the obvious entrances because if you did not and someone just waltzed in that would be bad. However you already know I have engineering or breach teams with demo charges (and even if you did not know) so you have to make plans for me to not go through a normal entrance but make my own. A word to attackers, it is a good idea to make your own entrance if you can. Sometimes you cannot but when you can do. In this case I'll be looking to breach somewhere with cover on the other side so not all the enemy on the farm can get a LOF on the entrance. I'll probably have to overwhelm the defenders in a building and then breach in the shadow of that building once its occupants have been suppressed or driven out. I'll write more about that when I get there - there is still work to do and ground to cover before my men get to that point.
  13. Lots of discussion about this so I'll just add soldiers who are Rested, Read, Tiring and Tired can all jog just fine. So the time it takes to get to the level of "I just cannot keep running" is much longer than just Rested and Ready. Some control over formations would be nice. One thing you can do now is use several short move orders rather than one long one. Since the squad forms up and spread out at each way point if you have a few way points along the path the teams spread out at each stop so the bunching up is restricted to members of a team. Whereas if you have one long move order the whole squad can end up in a line after a while.
  14. No there is no way to un-aquire ammo or gear.
  15. Love it. I have lost as many as seven tanks before finally getting the better of a Tiger. You were much more fortunate in that battle. Did you know there were Tigers about?
  16. The can fire directly on their own and the cannot be used by an HQ or FO for indirect fire. Good, glad to hear it.
  17. Minute 16: Orders The basic just of the orders is to continue to press the attack. Here are some details. First of all this the gap I thought my men from the woods would have taken. Figure 155 Is this a gap? Looking at it again I am not 100% sure it is even a gap. Given the discussion recently about pathing I am not certain given the orders I gave to the squad if it is or not. Here is my technique for making sure: it goes like this give some team an order to move to the other side of the gap but also give them a long pause so if it is not a gap they will not get far along the wrong path. In this case the platoon HQ has a 45s pause with a short way point to just to their right with 5s more and then a move order through the gap to cover. If that is not a gap they will only have 10 to go the wrong way and that will not be long enough for them to clear the bocage and end up in the open. That gives me the chance to cancel all that and keep them safe. After this I will be 100% certain if that is a gap or not. Figure 156 Mind the gap The MG moves forward to setup in some German fox holes with their ammo team right behind. Figure 157 MG moves up The tank will pull back from the mortar shelling. The reverse orders will still let them see into the field a little bit. The infantry that was with the tank are already fleeing and not in good shape. Figure 158 Pull tank back 3rd Platoon is still moving up the road to join the fight with the remaining engineers behind them. Figure 159 More moving up the road This turn the bend in the road is secure so the lead tank will move forward and peak around it. I have a lengthy pause there so this will happen late in the turn and give my men along the bocage time to spot and deal with any stragglers that might be too close to the tank. Figure 160 Tank will peak around the corner
  18. Minute 17-16: At the corner more resistance is found. After a brief grenade duel the Germans end up on the short end. The first team to the corner is a member of the Engineer platoon. The don’t bother with grenades. Figure 150 You call that a grenade? They just blow the Germans to Valhalla with a demo charge. Figure 151 This, this is a grenade Further away the US fire clears some fox holes near the farm. Figure 152 Fleeing from in front of the farm Meanwhile the tank fire forces some Germans in the South trench works to flee as well. Figure 153 Fleeing However some effective mortar fire causes some problems for the tank firing on the South trench works and its nearby infantry which loose a man and run away in disarray. Figure 154 Tank under mortar fire.
  19. Minute 18-17: Another excellent turn for the attack along the road. More rifles line up along the bocage overlooking the final field before the farm. Figure 145 Fire power overlooking field And again they cause more havoc for the Germans. Figure 146 Results of that firepower Meanwhile I sent a squad from the woods up to the bocage at the bend in the road. If they make it there they will have a view down the final segment of the road. I did this for two reason. The Germans in the trench works were under fire and I thought there was a gap in the bocage near the road. But they ran off around the end of the bocage which lead them into this: Figure 147 Woods squad hit a snag Thankfully only one of their members was taken down by the mine, one more was hit on the way to cover but they made it in good order. So, despite the unexpected path they took they did OK. In part because they had a tank covering them. Figure 148 Covering fire Minute 17: Orders The orders are to continue the advance along the road. More rifle men will move further along the road backed up by tanks. The rest of the reserve platoon also continues their orders to pass the mined entrance to the road and join the fight. Figure 149 Moving tanks up
  20. Minute 38: Orders In order to get that smoke screen in place the FO needs to move over so he can get a view of the right area. Figure 25 Reposition the FO Minute 38-37: Not much happening. Here is a look at what contacts there are in town – in this shot you cannot see the AT gun contact which is behind the buidings. Figure 26 Spotting in the town Over by the village there are a few more contacts popping up and disappearing. There is quite bit of movement in the village. Figure 27 Spotting in the village Minute 37: Orders The FO has called in the smoke screen. Given that my mortar strike on the village seems to be off target I adjusted the mission – to a slightly smaller circle in nearly the same place. We will see if that corrects things. In the mean time since there is an AT gun moving up to a position in or around the town the Sherman tanks are going to spend some HE in shooting up the town and a few between the buildings. If I can keep that gun from setting up that would be good. Figure 28 Initial firing into the town Minute 37-36: The 4th carrier platoon vehicles are taking MG fire from the village. The driver of the HQ carrier was hit. Minute 36: Orders I pulled the carriers back slightly. Once the supporting tanks get here they will have some targets. Minute 36-35: Another casualty this time the Bren gunner of the lead section of 4 Platoon. Figure 29 Infantry casualty Minute 35: Orders The tanks have arrived. Lance Corporal Carnegie does his job and directs the tanks towards the infantry. They move along the river and ford in two separate places to get LOF to the village. Figure 30 Tanks have arrived
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