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Vencini

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Posts posted by Vencini

  1. Thanks for responses and help. Much appreciated

    This is not a question about the game. Is there out there anyone playing CMx2 battles with a second plane strategic game ?

    I read in this forum that people are trying to create an strategic game for CMX2. People trying to use PzC and CMX2 and even Combat Mission Campaigns (not finished yet)

    Playing isolated scenarios HvsH is fine, but I had the fortune of playing in a couple of home-made campaigns and I loved it. A role play touch, two players teams discussing about strategies and finally playing it with CMX2...

    We're a Spanish team interested in playing this kind of game (if exist). So, if you need a team to participate in a project, players to test rules or something like that, please send me a PM

    Thanks and regards

  2. Hello

    One user of the Spanish forum "punta de lanza" faced this situation :

    One M36 tank destroyer versus a Tiger II. December 1944. 450-500 meters. The M36 penetrates two times the frontal turret armour of the Tiger.

    The M36 cannon is an 90 mm. M. 3 T-7 with standar AP ammo, which is able to penetrate 129mm at 30º from 457 m.

    The frontal Henchel turret armour of the Tiger II is 180 mm with 20º slope

    The penetration of the Tiger II armour seems far difficult with this data

    From wiki :

    " The T30E16 HVAP shot was capable of penetrating 221 mm of armor angled at 30 degrees from the vertical at 500 yards"

    The T33 and T30E16 were only issued in very small numbers towards the end of World War II

     

    He also made a youtube video :

     https://www.youtube.com/watch?v=UU1fe8CrF5o&feature=youtu.be

    He demanded to put this info in the battlefront forum. So...What do you think ? Something to look at or is the way it works ? Some kind of explication ?

    I'm far to be an armour expert, but always interested about learning.

    Thanks for help, answers and explications.

    Regards.

     

     

  3. On 29/1/2017 at 8:14 PM, mjkerner said:

    Yes, but he'll need a periscope, won't he? 

    But seriously, can you move the gun out of the water, or is it trapped like sometimes happens with guns and vehicles in buildings?

    ;)Yes, it moves...The AT gun finally moves after four minutes of un-deploy... Bufff , time to make the way back and try another route... By the way, insignificant animation thing : No animation for AT wheels moving when un-deploy

    regards

  4. Hello

    Thanks for help and answers

    After a little more of test, I found that armor cover arc has preference when re-join teams. So if you have different (color and shape)cover arcs in a section, and you re-join it, the final cover arc is the bigest armor one

    When you re-join teams with yellow cover arcs (different shapes) , the unit which is the base of the re-join, is took as reference for the cover arc of others.

    gpahN60.jpg

    For example, this two man recon team has this cover arc. They move first into position. Then, the number 2 team (with his own yellow cover arc) moves into (1) position, and they acquire (1) cover arc. Finally, (3) move into (1&2) position and  changes his cover arc too.

    VFloCn0.jpg

    With the area fire thing, it seems that red fire order, prevails over the yellow ones

    Nothing like a little healthy auto testing... ;)

    Best regards

  5. Hello, I have two questions about split teams order. Playing version 3.11.

    First screenshot :

    1qYiI4b.jpg

    1) The scout team has 50 meters wedge cover arc and no pause order

    ImqflFy.jpg

    2) The AT team has an 50 m. armour circular cover arc and a 15 sec. order

     

    zB6nNeZ.jpg

    3) The assault team (with the leader in it) 50 m. circular cover arc and a 30 sec. order

     

    ADEl0Ox.jpg

    I re-join them. The scout team (1) and the AT team (2) in this order first. Finally, the assault team (3), and during the re-join process, they changed automatically to an armor (blue) cover arc.

     

    Y8w5ywW.jpg

    L6UIv5u.jpg

    My questions is if there is a reason why this happens this way. There are a priority inside the cover arcs ? There are few combinations and  sometimes, the colour and the shape of the cover arc it's not the same. It's a random thing or there is a logic behind ?

    Similar thing with differents fire orders.

     

    KFh9IQz.jpg

    1) The assault team (with leader in it) with no pause order, re-join with the scout team (2)

    and they take the red (1) area fire order

     

    uG8eAHA.jpg

    When I re-join the AT team (3) they all take the (1) fire order, but, again, I have not tested all possible combinations but I have seen that sometimes they don't change to those fire orders (some times the yellow ones and sometimes the red ones)

     

    gfeei2p.jpg

    It's a random thing or there is a logic behind ? Could we choose what the final cover arc or area fire order would be ?  

    Thanks for help and answers

     

     

  6. Hello

     I'm playing "myth of invincibility" (I'm really enjoying it, thanks to the author) and I was wondering how the AA guns works :

    - Is there a  way for them to work more efficiently ?

    - Any kind of special C2 to spot enemy planes ?

    - Where is the best place to put them and do their job ? Inside / outside a forest ? Top of a hill ? Why ?

    - How the LOS of an AA gun works ?

    There are not too much scenarios with this weapons offering covering fire from planes ( I remember one in FI) and I was wondering how to use this weapons correctly against aircrafts

    Thanks for help and answers!

  7. Thanks for all your useful responses. I forgot that recently was a debate about the crews using top MG's and now, it's mandatory to unbutton first, and then give a fire order (not in control remoted top MG's) Thanks !

    What do you think about the possibility of the AI to consider the "bailed out" or "abandoned" vehicles not a threat ? Maybe, this will give special moments playing against the AI, but what do you think against another human opponent ?

    Like the top MG tanks, you have to give a direct  order to put some shots on abandoned vehicles  and "shoot until they burn"

    More cons than pros ? Impossible to apply on real time ? Just not a good idea ?

    Regards

  8. Playing "Battle for Chaumont second part". WEGO. PC.

    The main gun of this Stug it's kaput, but the MG it's operative. Why it doesn't use the machinegun ? The Stug has machinegun ammo. In C2 and crew is OK

    cYgLZ1B.jpg

    This allied tank was abandoned, but it continues operative (green base). The AI consider it a treat, and it continue firing, no matter if I put a short  armour cover arc or yellow cover arc.  The allied tank it's not inside the cover arc. The allied tank it's in hulldown position and  AI keeps firing because the tank it's not officially KO.

    u3D9E3k.jpg

    I'm spending ammo and showing up my position. It's a very dangerous situation, because if another allied tank pops up, and my tanks are still firing to this "zombie target", maybe I'll lost one of my tanks. Maybe a "hit limit" will be useful?

    The AI is trolling me.... Impressive AI plans! Hats off to the author ! ;)

    Seriously, I'm not finished the scenario yet, but I'm having a lot of fun. Thanks for the work.

  9. Playing "baraque de fraiture". WEGO, win 10 raedon 7800

     

    The building is vertical, but when it colapses, the animation of the roof is horizontal

    CLXStAa.jpg

     

    Sorry if that was noticed / reported before

    ¿Maybe an actualization driver thing ?

    regards

  10. Thanks IanL. It has sense. Maybe the ammunition is unusable.

    Another user said that after first aid, there is a chance that they don't pick up weapons (unusable thing) So maybe is the same thing with ammo. thanks

    When battle ends, the causality text overlaps with the UI (with the latest patch)

    Zr2Nt3q.jpg

    Regards

  11. Greetings 

    Thanks for your reponse and help Baneman 

    I have a couple of questions:

    I'm testing a scenario. WEGO. It's night and this image is with "ALT-B" on. I know that HQ units, soldiers equipped with heavy guns and others, are primary objectives for the AI (it fires them first if possible).

    FLdPGtb.jpg

    The American tank faces three German tanks. The first one to identify the American tank is the infantry, the second one the German tank on the left and, finally, the German HQ tank.

    My question is : Did the American tank choose to fire to the HQ German tank (two shoots) and not the "number 2" (much closer) because the AI knows that "It's an HQ objective"?

    I hope I'm posing my question clearly.

    And the second one : If an unit give first aid to a bazooka / Panzerscherck team, they take the bazooka, but they don't pick up the bazooka ammunition.  Is there any reason for that ?

    Regards

     

  12. Greetings.

    Thanks for answers and help.

    Playing WEGO. Turn is ending, and enemy artillery spot rounds, fall far from my troops. I decide not to hide them, because they are safe at that distance, and there is no danger.

     

    Next turn. The enemy barrage falls just on top of my troops. They stand "unhide" for the whole minute, getting many casualties.

     

    My question is : It will be possible to improve this behaviour and, when they are receiving mortar / artillery  fire, AI "hide" for self preservation ? Anybody else have lived this situation ? Do you think it will be a good improvement for a next patch ?

     

    In RT it will be possible to save / hide them, but for WEGO players it's horrible to see this during a whole minute.

     

    Thanks and best regards

     

  13. Playing "Baraque de Fraiture". WEGO and all the sequence happens in one minute.

    In this first image, this tank fires a smoke projectile.

    M5I750A.jpg

    In the second one, to charge a new smoke projectile, the tank turns his turret pointing to the front

    3HT4g1P.jpg

    Finally, it turns the turret and fires the projectile.

    x1QhYp5.jpg

    I have the impression that the "point to the front to recharge" thing, is not the way to "real life" firing. I have the intuition that the right way is : firing, continue pointing that direction while recharging and finally, firing again...

    It is because the tank is area firing ? Because it is a turreted tank ? It is a thing to be improved ?

    It was discussed before ? If this is the case, I apologize

    Very original scenario by the way... Thanks to the author

    Regards

  14. SPOILER LANZERATH RIDGE

    First time I played this one, I couldn't finish it. The EEUU forces are extremely well positioned. German troops have to assault in bad weather conditions and climbing a slope. Their experience is not good... I hope my advises help other players to enjoy this scenario.

    So I planned a new approach to solve the puzzle. First of all, the HMG 42 on the third floor of the houses. Soldiers with sniper rifles on second floor. The rest on the first floors. The HQs in cover behind the houses. It's very important to begging the scenario with small cover arcs and HIDE .

    gsxz2Pa.jpg

    At the end of the first turn, the first American positions are discovered. We continue spotting in hide until the reinforcements arrive.

    dIJJS4s.jpg

    When the reinforcements are here, we continue hiding. Put them into position of LOS and LOS of the American positions. Always behind the buildings. It's possible that their HMG stars firing.

    grSCxQz.jpg

    It's time to return fire with all weapons at same time. It's like a firing range scenario. Fire on LOS & LOF targets and use area fire too. Try to focus on American's HMG.

    cnrsmat.jpg

    German units have lot of ammo, so spend it generously.

    zzyhwkT.jpg

    Continue with the base of fire and climb the hill with "leap frog" movements

    Qh5rDMV.jpg

    Very hard scenario, but funny and challenging at the same time. I can say that I did it at my "second assault".

    ruhM7ha.jpg

  15. SPOILER SIEGFRIED LINE

     

     

    I have turned on impact text (alt+H), but when I hit the big bunker with bazooka projectiles, no text pop up like before (bunkers are occupied) ... This is new ?

     

     

    8xAU56h.jpg

     

    Most of my fire bounds in the bunker side, but I have the impression that when the German infantry in second plane fires at me, it pass through the bunker (at least most of his shots) I read that bunkers are treated like vehicles, and you can fire trough your own vehicles but not trough enemy vehicles. It is like that ?

     

    Very difficult situation because they have a very good cover but not me.

     

    regards

  16. 23 hours ago, Vanir Ausf B said:

    Did the second team begin moving before or after the wall was blown?

    Thanks for answers and sorry for the delay.

    There is no problem with this. I repeated the turn. First team opened a hole in the wall, the second, after a pause of 45 seconds entered through it. So no problem at all. They took another path the first time I played this game (mysteries of CM) and I thought It was a WEGO/ wall thing. 

    It was just my bad luck

    So no problem at all. Thanks for answers and advises.

    Regards

  17. SPOILER THE SIEGFRIED LINE

    I'm not proud using this tactic in "die Siegfried Line". I think is a gamey tactic, and I feel I'm not acting like a "pro player". Some advices about another ways to play it, like "real life" will be welcome. For example, you don't have to send your soldiers into a defended minefield... I think I took this bad habit playing CMRT with russians...

     

    The way I'm doing that one is using an explore team in front, discover the minefield, then the ones who follow pop smoke...It's kind of "octopus" tactic... It's working, but I feel advancing on the edge and this way it's a shame comparing with the AAR of pro players here...

     

     

    o2sNCPv.jpg

     

    I read the rules page 121 about minefields, and this scenario is a great one to learn how to deal with them. My question is if is better to cross them in two little groups or a big one. There are less chances to activate the minefield if they are divided in two little groups ? How do you deal with it ? What's your experience with them ?

     

    Another experience with engineers. In the same WEGO turn, I opened a hole in the wall with a team of engineers. I gave the order of assault the building to a second team BUT with a pause order. When they tried to enter through it, the wall was still "there" for them. They turned the corner and were killed . So I had to wait until next turn, and give the order. This way the breach is "there" for the second group.

     

     

    7mP9DkT.jpg

     

    Thanks for the advices and responses @IanL, @gnarly and in special to  @Vanir Ausf B because I didn't knew that about HQ tanks. I take my hat off to you, sir

     

    Good weekend and regards!

  18. SPOILER DIE PATROUILLE

    I tried this tactic in mission "die Patrouille", but didn't work : Using the mortar fire and the Panzerschreck ammo to damage the first building, make a hole in the wall and assault it through.

     

    Unfortunately, most of the mortar projectiles went off target (even if it was a preplanned mission) and when I fired all the Panzerschreck ammo against the wall (five shots) it was still standing

     

    D83qMBb.jpg

    Anybody with another original plan or idea to win this one without big loses ?

     

    When I was in front of the house wall, some soldiers jumped over the small wall and exposed themselves. Very  frightening...

    iz1gL8u.jpg

     

    regards

  19. Greetings

    I was taking a look to the firsts maps of the game, and one of the first is about Singling fight.

    If I double click the HQ infantry icon and I can select the formations in C2. But the same thing doesn't work with the HQ tank. I was wondering why this happens. It is simulating a real thing?

    otti9ut.jpg

    It is not a complain about anything, I'm just curious about why this happens

    Sorry If this was discussed before. A link to the discussion will be great. Thanks' for help and answers.

    Regards

  20. 18 hours ago, Rafter11 said:

    BLAST

    I recently saw conversation on this topic on I think the CMBN forum.  If you are playing WEGO you can pause the Blasting team long enough before they execute the BLAST command so that the turn ends right after the blast occurs and before the team crosses the blast area.  In the next turn, you cancel the Blast order and move the blast team back.  I tried it out and it worked.  The amount of time the blasting team needs to execute the blast depends upon their experience level.  I think my team was Veteran and they needed 15 seconds.  Consequently I put a 45 second pause on the Blast command.  This is a gamey solution, but hey you just can't be murdering your blasting teams.

    This comment helps. A little complicated action, but It helps... Thank you very much for the elaborated explication..

    On 2/4/2016 at 7:44 AM, Warts 'n' all said:

    We spend quite a while waiting for a game set in winter, and someone wants to turn the snow off. The mind boggles.

    20 hours ago, Ales Dvorak said:

    +1

    18 hours ago, Sublime said:

    Haha lmao warts true true

    5 hours ago, Combatintman said:

    Just wiping the snot off my screen now ... absolute belter :D

    There are buttons to toggle artificially bright night graphics, sound, smoke... I was talking about the possibility of having one to toggle on / off the snow falling effect during the WEGO order phase. This comments are totally useless.

    Fortunately, there are polite people on this forum how try to help others with their comments. Thanks to all this patient people.

    Regards

     

     

     

     

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