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A Canadian Cat

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Everything posted by A Canadian Cat

  1. I know I said I would not do it but I did The key number her is 52%. Around half the tanks spotted the infantry as the approached on open ground covering 124m. I think it makes sense that after the infantry fire a panzerfaust or a panzershrek round the number of tanks spotting them would go up. So the question is (after asking about the test itself :-) is: Should half the tanks spot infantry in the open running up behind them? I do not have that answer. ---8<--- Here is what I did. I created a scenario with 10 test lanes separated by a row of high wall and row of high bocage 1600m long. In each lane there is a road with a 50mm AT gun at one end and a Sherman at the other end. Parallel to the road and aways back is a line of bocage with some gaps. The terrain behind this bocage is 5m lower than the rest of the lane. This is to keep the tank from accidentally spotting infantry not part of the test. Each of these staging areas has a platoon HQ in command of a Panzershrek team and a tank hunter team. All of the players have regular training, normal motivation and 0 leader ship - tanks included. The idea is the tanks have a threat that is not dangerous enough to KO them but cannot really be ignored either. The plan is to run the test two ways - one the Panzershrek team firing from cover and the tank hunter team trying to run up behind the tank. The tank hunters start concealed but have to cover open ground to get to the tank. I then setup orders and saved two games. PanzerShrek test - Tanks start out buttoned up. Shrek team moves up to the bocage and fires at a range of around 124m at the tank. Monitor the tank to see if they spot the Shrek team Panzerfaust test - Tanks start out buttoned up. The tank hunter team moves with a quick command across that same 124m of ground with a slow move at the end right behind the tank. In both tests the infantry start out at the tanks 7 o'clock. The tanks are live and free to react so the sometimes move. Once I had to drop a test because it moved so far that the infantry were suddenly in front of the tank - not what I am testing here. Let me start by saying the panzershrek test was boring. I only ran the 10 lane test twice - so sample size of 20 and no tank ever spotted the team before they fired and after they fired only 3 tanks spotted them. Some of the Shrek teams were pretty awful shots but what can you do. I ran the panzerfaust test three times so a sample size of 29 (throw one away). This was more interesting. The tanks spotted the assaulting infantry to their rear 52% of the time before they fired a shot. An additional 14% of tanks spotted their assailants after a shot was fired. Here is what the orders looked like for the tank hunter team: Watching 30 different runs I saw all kinds of variations. It never played out exactly the same way twice. The variations went all the way from the tank spotted the infantry as they cross the open ground and gunned them both down. This example was fun. Even though the tank spotted them coming it only saw one guy. After the tank took him out the other tank hunter recovered and managed to sneak up on the tank. He managed to kill the tank with a panzerfaust. Yes, I adjusted orders as needed to resume the assault or get the tank back on the road. All the way to the other extreme. This assaulting team managed to cover the entire distance, take out the tank and gun down the crew and they were never spotted - not even by the crew as they ran for their lives. The whole package - the results Excel file, the raw scenario plus the two orders all ready to go saved games can be found here: TankSpottingResults.zip Download it. Run it yourself - add more runs to the sample size whatever you guys want.
  2. That would be cool. There is a down side thought. I can see the forum posts starting soon: "hey the house I grew up in is missing".
  3. The way I handle it for some of my larger games is drop the graphics quality - just while playing on the big maps. Normally I use Better and Better but on a couple of big scenarios I drop the quality back to Balanced and Balanced. Saves me from long delays and holidays and general frustration trying to navigate around.
  4. MG and CW are independent so I think it will be CW that will be out of whack and need to have the 2.0 and upgrade and patch installed again after. Since it is older. But don't listen to either of us if you go that route post on the support forum and someone from BFC, *who really does know*, can give you the procedure.
  5. Zoom - I'll look for that feature in my video editing software... Thanks.
  6. I must be missing something why would you need to cross the bridge? I thought you were defending your side. I figured you would want an uncrossable bridge for this scenario.
  7. I know you did not ask me but Yes I am enjoying them. Thanks for adding them and thanks for keeping them focused on the event at hand. I do have a question for you. What are you using to create your clips? How do you get rid of the UI area on screen during capture or in post?
  8. Very cool indeed. Steve verified that this was the case way, way back with this interesting post: Some bugs are more interesting than others
  9. Welcome to the community forum. I just looked at the product page for the first time since I bought the original game. There certainly are a lot of choices. That can be confusing for sure. I do not recall reading anything official about plans for a bundle of the base game, upgrade and both modules. So, no idea about that. You might get lucky and see an official response from BFC here. In terms of what you need the two modules are independent of each other. So, you can have either one or both no problem. I do not see reason that would prevent purchasing the Commonwealth module after the MG and 2.0 upgrade. However the install procedure might be a few extra steps since the 2.0 upgrade also updates Commonwealth module components. If you decide you want to got that route I recommend posting a question about what the install procedure would be on the support forum. BFC's support will give you a step by step install procedure to follow to make it work. That's my take on it.
  10. Here is what happens to me often during setup: split a three team squad, start working with one and setting its orders, go back to select one of the other teams - its not there any more. Grrr. Split again repeat. I would like @womble's explicit combine command too. Having said that this is pretty low priority - for me.
  11. The platoon leader, Kraft, runs into the middle of enemy fire where he surrenders. The volume of fire is too much for these guys and now their fall back positions are being shelled along with their current location. There is only four of five rounds of Shrek amo left and none of these guys can hit the broad side of a barn. I think we are at the point where we have to consider throwing in the towel. During the order's phase there are very few fire teams that I can issue orders to - they are so messed up. We can wait a few turns to see if they recover their senses and / or the artillery fire lessens. We are close to the end of this match-up. I am afraid I did not inflict significant casualties on the enemy.
  12. OK the wheels are really off the cart now. Things start much as they have been the last few turns. Hornung's Shrek aim is no truer that the last time he fired. Artillery starts raining down on 1 Platoon. Horter squad takes a couple of causalities before they can make it to the trenches. Even Ruppertz's AT gun is nearly hit. 2 Platoon fairs even worse. Penzel's squad takes a causality - the MG42 gunner - and they are doing the best out of 2 Platoon's teams. Every single squad from 2 Platoon plus Alnter's Shrek team and the HQ team take at least one casualty. The teams at the farm house have lost cohesion and run for it.
  13. Another very poor turn for my Shrek teams. Ober misses not once, not twice but three times. Members of 2 Platoon are able to cause some casualties from their trench works. One of the flanking Stuarts has begun to creep along the road - Altner misses his shot as well. 2 Platoon hold up in the farm take casualties and one fire team runs for it. 2 Platoon is not taking fire from three sides in the farm. From the South road, from the fields and buildings to the North and from a Stuart to the South. I am pretty worried about their position but they don't really have a safe place to go. Going West is not very safe now because the enemy are at the North road and can cover the open ground the the West of the farm.
  14. Not true. There are two items. The 2.0 upgrade which made your version 2.0. Later a new patch was released which changed the version number of the game to 2.01. The files on my HD are called, wait for it, "CMBN_v200_Upgrade_Setup.exe" and "CMBN_v201_Patch_Setup.exe" respectively.
  15. Well anecdotal is useless for a full analysis but anecdotal is useful to help you determine *what* to test or what would be *worth* investigating. I know BFC is a small out fit and lots of user testing happens. I have to say I would like to see some more official BFC testing being done for anecdotal things like this the come up often. This example of tanks spotting things behind them when they are busy with threats in front of them has come up a few times. I think it would be good if BFC made an official statement or had someone run a test and show us that things are OK and that we should just morn our poor AT team and keep trying. Or they might discover that they are not happy with the out come and decide to change it. I suppose someone here could start the ball rolling but I guess my problem is I have no extra time right now so it will not be me - this time.
  16. Your current game probably says 2.01 - I know mine does. Not sure about your question. The 2.0 upgrade was a release a while ago and patched to 2.01. When MG comes out there will be fixes and enhancements made on top of the 2.01 code that make MG features possible. I suspect they will call it 2.1.
  17. From the manual (my bold) But I just tried to find them in a July 43 QB as the Canadians (I also tried as the Brits) but I could not find them. Was I spacing out just because I am tired or are they really missing for QBs?
  18. I fixed it - I was still able to edit. I tried to do that from my phone while I was watching the BBQ - fail. Yeah, sometimes those 105 equipped vehicles go up in a big boom right away and some times it takes a while.
  19. So, far they have never offered a download only preorder. I have stopped asking. Ah, knowing the pre-orders have it is no help to the rest of us. The first time it was over a day later when everyone else could order. The last time it was only a 12 hour delay.
  20. Well the 2.0 update to CMBN has been out for a while and did not include the footpaths. So the short answer is no. What we have received for the CMBN series: *CMBN 1.0 *patch for bug fixes to 1.01 *CMBN CW module also included some bug fixes 1.1 *patch for bug fixes to 1.11 *upgrade to 2.0 *patch for bug fixes 2.01 Now we are about to get (version numbers are speculation on my part): * CMBN MG module also includes some bug fixes 2.1 And a while after that there could be: * patch for bug fixes 2.11 @Sequoia gave you the quote from Steve that answers the question you were probably trying to ask.
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