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boresite

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Posts posted by boresite

  1. I thought I saw my XO's giving first aid and this thread now confirms that...They are another unit type that I will put a circular targeting arc around them to keep them from firing at anything that moves. This will also conserve there ammo.

    it is nice to know XO's are good for something, besides being like "Smithers" from the "Simpsons"...

    EXXXXELENT........;)

  2. Now this has to be one of the greatest screen grabs ever, if I do say so myself. :D

    Note the yellow flash just forming in the background. A direct hit!!

    51541138.jpg

    I think the reason this is such a great screen grab is how easy it is to tell the Amis are surprised... (see their helmets levitating? Must have been from the force of their eyebrows going up...)

    Wouldn't you expect one of them to say, "Zoiks, Scooby!":rolleyes:

  3. Has anyone found any reference material regarding how a US WWII FO would initiate a 'call for fire?' I'd assume it was quite different from modern day.

    Or, any material regarding how a WWII USAAF FAC would request air support? I know they wouldn't use '9-line,' the way a modern JTAC would.

    I agree with Steve's 3 points above, but I'm sure all of us love the accuracy of the BF line of games and immersion we get while we play... maybe this kind of voice stuff should just go into a 'parking lot' of stuff to fix 'when BF can.'

    Found a nice on-line source from the University of North Texas, Digital Library. They have an on-line copy of FM 6-135, Field Artillery Forward Observation, for that half of the off-board support systems. Starting on page 37, they describe appropriate terminology. On page 39, it covers "REPORTS TO OBSERVER," with example: "TIME FIRE, CONCENTRATION 27, BATTALION, ABLE, 3 VOLLEYS, 1/2 c APART, WHEN READY."

  4. Cueball909 said in a Youtube reply to the airstrike video

    Cool to see, but pretty disappointing results. Looked like one rocket run, one bombing run, and two strafing runs with only a Kubelwagen and one damaged PzIV to show for it. And that's against a full German column, unmoving, out in the open on a road. How useful is air support when vehicles are in cover, spread out, etc?

    I thought, this should be really good -- an easy way to show the effect of the Jabos on the German forces in Normandy at the start of a scenario -- but I was similarly surprised at the apparent ineffectiveness of a rocket attack on an unmoving armored column strung out along a road.

    Anyone else think some tweaks are needed? To maximize top and rear hits, wouldn't a Jug pilot line up to run his rockets down the road as he flew forward?

    Still, not to worry. Pavlovian response still triggered, Bf! ("I'm drooling waiting for CM:BN!")

  5. (i.e., are wounded soldiers who don't get "Buddy Aid" more likely to become a KIA at the end of a scenario in CMBN as compared to CMSF?),

    YD,

    On page 66 of the CMBN manual, it says, "Note: Seriously-wounded (red base) soldiers who have not received "buddy aid" (i.e. disappeared) by the end of the game have a 25% chance of becoming KIA in the final tally."

    So it sounds like BF was thinking about it...

  6. I am somewhat amazed and bemused at how many of us are well into our seventh decade of life. Five or six years ago I saw an ad for a powered, tracked wheelchair that could go just about anywhere. What I am wondering is whether you could put some armor and a cannon on it...

    :D

    Michael

    Oh, no, Mr Emrys! Please tell us you haven't started on that project...

    Oh, God, the humanity! :eek:

  7. According to the CMBN manual, when ordering an artillery/mortar strike you select both the number of tubes to use and the fire mission (rate of fire). I'm curious how these two variables effect the actual rate of fire that falls on the target.

    For example, how would 1 tube and heavy fire compare to 4 tubes and light fire? Is there some sort of rule of thumb as to how this works? Since 1 tube will overheat faster than 4 (at the same ROF), is there any reason to bother using 1 tube?

    CWG,

    On page 106-7 of the CMBN manual, the user selects target, number [of assets], Mission [type], Type and delay. AIUI, the "actual rate of fire that falls on the target" is a function of the number [of tubes] times the mission (which establishes the initial and sustained rates of fire). I don't know of any rules of thumb for rounds per minute by Rate of Fire.

    I'm not sure I agree that "1 tube will overheat faster than 4 (at the same ROF)." I believe all tubes would fire at the same ROF and, therefore, overheat at the same rate. That said, since all support assets under a single icon share ammunition, it might make tactical sense to conserve ammunition for later in a scenario and only have 1 tube support a mission versus an entire battery of 4 tubes.

    I think I'll try and get a better estimation of ROF rules of thumb & support behavior in CMSF and let you know...

    Boresite

  8. Did anybody mention the CM:SF artillery voice effects yet? They were in the 2nd video, but they aren't in the next Beta :D

    On the whole though, our philosophy is to reuse as much as we can from previous games. This does three things:

    1. Keeps development costs down

    2. Allows us to focus our energies on more important things

    3. Speeds up development (which is sorta tied to the above two)

    Sounds can be Modded quite easily, and 10 people will likely not agree on which Mod for a specific weapon sounds best, so we don't see sound effects as a priority for redoing if what we already have is adequate.

    Steve

    Has anyone found any reference material regarding how a US WWII FO would initiate a 'call for fire?' I'd assume it was quite different from modern day.

    Or, any material regarding how a WWII USAAF FAC would request air support? I know they wouldn't use '9-line,' the way a modern JTAC would.

    I agree with Steve's 3 points above, but I'm sure all of us love the accuracy of the BF line of games and immersion we get while we play... maybe this kind of voice stuff should just go into a 'parking lot' of stuff to fix 'when BF can.'

  9. This is what I've been thinking too. I think issuing smoke grenades to vanilla rifle squads was an unusual event, but they were standard issue for engineers.

    Michael

    Not a definitive source, but learned about infantry use of smoke in Squad Leader.... Given the work Avalon Hill put into their flagship game, I'd think there's some basis in fact.

    Fondly remember learning about its use by 8-3-8 Wermacht Pioneers in Squad Leader Scenario #2, "The Tractor Works." (Not to mention flamethrowers and Satchel Charges.)

  10. 44 next month... really started for me with SL....

    No, kidding....IIRC the SPI offices were on Park Ave, downtown? I used to drop in there from time to time as well. Jim Dunnigan and Redmon Simonsen were always around testing out new games. I'm 65 and I worked in Manhattan when SPI was in its heyday. I also own original copies of AH Gettysburg and Tactics II and of course SL and ASL. Ive been playing wargames in one form or another since I was 15.

    How come neither you nor Fred Rock 1957 have mentioned "The Compleat [sic] Strategist?" I would travel into the city from New Jersey with my best friend to spend hours in that store?

    Lots of my paper route & lawn mowing $s were consumed there...

    (sighs contentedly)

  11. It was awesome to see the Pioneers blow holes in the bocage. I'm curious, can they blow a hole big enough for a tank?

    On page 43 of the now posted CM:BN Game Manual, it says under 'BREACHING BOCAGE,' "At least 2 demolition charges are required to breach a hole large enough for a vehicle to pass through (bocage is tough stuff!). The best way to ensure a large enough breach is to order two consecutive Blast commands, the first Blast command across the far side of the bocage, and the second Blast command returning to the start point."

    Here's to us all quickly mastering the art of fighting in the Normandy bocage country!

    À bientôt!!

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