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Sailor Malan2

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Everything posted by Sailor Malan2

  1. Am I missing something? Your CMOPS rules seem to cover wins and losses on the CM battle and how to take them back to CMOPS, but not draws. Do you set up a continuation battle (a further 30 mins) using the previous battle as start point? Oh, and should have the battles ending exactly on 30 mins, or give the variable end and just ignore the few minutes of the next CMOPS turn you have 'used' ok, forget this, I have re-read the battle set up: with one objective only there can't be a draw. Editing the battle after 30 mins would need an umpire or else absolute trust... see why you did it now
  2. The debate about turret hits forgets the lower chance (in RL, and I hope the game) to hit a turret target in the first place. If the placement of shot is uniform (effectively random over a tank sized object), the chance of a turret hit is constant whether hull up or down, and the hull hit is just extra when hull up. Even if the firer can't penetrate you still risk the funnies (weak spot, partial penetration, morale effects etc) Only if the range is close enough for the point of aim to matter does it make a difference, and I just ignore the difference. Hull down should also equal harder to spot... It probably seems like hull down is a weakness because we only 'see' the hits, not the misses. Needs a range test really.
  3. Wait for it...wait for it... (unless you are in Australia )
  4. Panther finally killed by 2x 76mm M4 after being used as an anvil by 3x75mm versions. I count 14 hits (maybe 15), which from memory include 2 penetrations (both 76mm) 1 partial with spalling from a 75 (the lower front hull hit), and a bazooka hit on a skirt...Don't go up with the front armour with a door knocker! And I was mostly under 300m, often under 200! I lost 3 of the 75mm M4 to this one tank (although to be fair, one of them was actually hit by a 'faust in a wood as I attempted to flank it! https://www.dropbox.com/s/lz33n3g642hy7hk/75mm M4 vs Panther.png?dl=0 oooh I love this game...
  5. I think German has a lot going for it what with portmanteau nouns. We dont havr the same in English. Unless you count the nickname: "80tonnesofmechanicalnightmare"!
  6. Red and orange seem to work fine. Thanks... (Haven't tried anything than than FB yet)
  7. One of us is having a bad day... looked at the file and it has original (non-colour differentiated) files.
  8. Of course, whether anyone really wore berets or other soft headgear in CM style combat (i.e. not ultra-stealthy raids) is probably debatable...
  9. Of course, if you are an allied force and meet a unit of Jagdtigers, halt the scenario, pull back and order a division barrage, or air support. If it is a month with an R in it, make that a corps barrage! Then start again with less than Army level heavy armoured units involved!
  10. Playing on Iron can help you be honest in a way - area firing solely because a friendly unit you cant see is firing at a contact you haven't yet got, could be resisted. Needs iron self discipline though! Against the AI is it a useful self check - if I am aware of my fellow team firing at an area, joining in isn't unreasonable to join in in the absence of better targets.
  11. OK, Vein's tracers are of the format: "beam_tracer mip[n].bmp", with one file as just "beam_tracer.bmp" where [n] is 1 to 8 (total 9 files) New v4.0 engine tracers seem to be: "beam_tracer_[colour] mip[n]/bmp", with one "beam_tracer_[colour].bmp where [colour] is green, orange or red, and [n] is 1 to 8 again (so 9 per colour or 27 in total) I am guessing that putting "_red" in all of Vein's files immediately converts the red tracers to Vein's mod. To do the other colours, someone needs to change the bmps themselves to have the right colours, then change the names accordingly. A quick fudge would be to clone Vein's existing files 3 times and have all 3 colours the same (red), I dont have time to do this now, (nor, necessarily, the skill to colour his mods differently yet maintain common look and feel!) Oh, and IIRC Vein's tracers are actually a choice of 3 (A, B or C sets so all 3 sets would need this treatment for the full customer base!). I use C, the most subtle (hinders the "fire on the beam laser from the sniper" effect!) All credit to Vein of course - no attempt to kidnap his work intended.
  12. Agreed! and I repeat, any troops on a cm battlefield are effectively in action. They are often only metres away from being shot at, so thinking they should be doing non tactical things is questionable. When they get an ammo resupply is the right time to sort mags out.
  13. When i get a chance I will change the file names and have Vein's red as all 3 colours. The I will let you know if it works(will be a few days thought ). Someone might beat me...
  14. The only issue with (e.g) Vein's mod is he has only one colour but the game has 3 with the colour as part of the file name. You should be able to just copy and rename Vein's (which are red) as the new file names. Then someone (Vein) could recolour for the other 2 colors (orange and green I think...)
  15. OK, above corrected for phone in a Mall effects! Don't know why I couldn't edit direct. Posted from another device?
  16. Ok, I think we have 2 problems here. 1; you are are way way too low a level of attention of you are worrying about individual ammo states if your troops' weapons. To blame stopping to reload during an assault as a problem is to miss several key issues (the assaulting troops should not be relied upon to fire and suppress the target that is what the supporting fires are for, as an example, how is reloading different from cowering in terms of effect on your troops) 2 it is not normal practice to top off ammo like a first person shooter, it takes time and leaves you with loads of difficult to use ammo as you run out. Apps, how do your troops know (in a. Arrow) that there have a few quiet minutes? In any CM game they will have fire close and the threat of instant action. Roughly 10% of them are effective, 90% are following if we'll lead but of them several will run or hide on any valid excuse.... counting ammo just isn't going to happen. Hell, some of them will struggle to remember to pull the pin from grenades!
  17. Alternatively accept you cant micromanage the game that much. It is the same as the MG team that can see the target but the actual MG can't, so you get 3 rifles firing instead of the HMG. the only real flaw is you have to notice its happening manually and move a little.
  18. Ancient and buggy? Bit harsh don't you think? There are issues, certainly, but these mostly relate to design choices. True bugs have generally been fixed quite fast. Or are you one of those people who thinks a family car is buggy because it cant compete in F1 (or NASCAR)? Concorde was ancient and buggy! Point me to something better and I am out of here!
  19. Relax guys. the EU will sign a deal with UK. Just like they did with US and Canada.What? They didn't sign? Quick BUY NOW!
  20. If you see what happens with some sites when a company gives advance plans, and then the inevitable slips occur, I quite understand that BFC wants to have a look out of the window each morning before they say its a new day! Have you seen the flaming and hatred that outlining a concept causes? Anyway, I like the surprises. What good does it do you to know what might happen more than say a year out? Do you have a budgeting system like a government, running 5 years ahead, or is it enough (about now) to see what Santa might like to bring in a couple of months?
  21. I most often use manual targets when there is a danger of an enemy squad being left untargetted. Say if 3 units can see 1 enemy, but only one of them can see the second, further away. I will manually target the further enemy, to make sure they don't all 3 go for the nearest. Also, i do it for critical targets - the MG that has coverage to the ground someone else is about to move over...
  22. It always amuses me when the... erhem ... more keen 3rd Reich followers quote Germans as saying things like the above, or (my particular favourite) British combat tactics were predictable, as if that is a bad thing. The British army was thorough and systematic, and yet this is used as a criticism. Or put another way, the Germans kept losing from 1942 on, even thought they knew what was going to happen with fighting the British. What does that say? I always wondered why anyone woult turn up to a knife fight in a telephone box... i find automatic weapons tend to remove the need! Fight like you want to, not like the other guy wants to!
  23. Ah, the ROF debate again. This has been discussed very extensively. The higher ROF does not lead to more casualties, but does lead to a lot of weight needed (ammo, barrels etc.) The thing to think is we have been capable of very high ROF for many years and yet... most weapons are lower. SO, either most gun designers are idiots and armies more so, or...?
  24. Half of the suggestions in this thread seem to err on the side of what i would call 'role playing', or an individual skirmish game. I guess it is the age old battle between the gamers who want maximum control over everything and the simulators who are more interested in 'being the leader (company, Btn, platoon or whatever). I accept the occasional 'he's over there you idiot' moment as the price to pay to get to have this game, and offsets the obscenely all powerful god PoV we have. As to medevac... well, that strikes me as even more specialized role play... kind of like wanting to be play the merchant who runs the shop that sells gear to the adventurers in D&D! A bit like the poor player who ran the logistics in a game of SPIs Campaign for North Africa I played (briefly) once - the main role was practically to beg the force commanders to sto moving stuff because of the supplies it burnt up! But who knows.Maybe there is a market for a 'Theme Combat Medic/MASH' game out there!
  25. To answer the original question ( "Will infantry be fixed in CMx2 ") I think the answer is "no, it is a fundamental limitation of the engine". Having said which, there are ways to mitigate it (see above, but also there are some really good guides out there - including some video tutorials). I used to take very heavy casualties. Now I only do when I am exceedingly unlucky (direct hit from HE for example) or I do something stupid. I know I am doing it - it is usually a complete gamble (if there is any enemy in that wood/building with LoS to here this is going to hurt.... oops why did I do that?). Locate the enemy and suppress them. Then do it some more. Rarely close an enemy, and never unless they have their heads well down. If you take the 2nd casualty in the same position, you are in the wrong place, get out of there. Oh, and I am fairly sure the effectiveness of fire has been tuned to compensate to some extent for the closer spacing than idea.
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