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Sgt Schultz

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Everything posted by Sgt Schultz

  1. The QB map may not have had a proper AI plan set up.
  2. There is only one way for a 75mm Sherman to kill a Tiger. Watch the master at work.
  3. YIKES! This posting has seemed like a punishment since I was a teenager and found out about this weapon... the "Honest John" artillery rocket http://www.designation-systems.net/dusrm/r-1.html Which leads one to wonder about .... http://en.wikipedia.org/wiki/Effects_of_nuclear_explosions Now I don't know about you, but if MY commanding officer ordered me to fire a 40 Kiloton UNGUIDED(spin motor/fin stabilized) nuclear weapon to a max range of FIFTEEN miles away from my position ... I would strongly dispute that order. ----- What say ye? Any completely insane military postings out there that you have noticed over the years?
  4. 150mm Infantry Gun will turn an undamaged "D" tree into mulch in one shot. Not even a stump left. Trees have varying degrees of visible/actual damage. Leaves blown off. Lets more MG fire through but still stops same amount of HE. Just the main trunk. It is now a flagpole with all the same LOS/LOF attributes of same. Just plain gone. That's all she wrote. -
  5. The ghost of Fionn still stalks us. With the 'mixed' setting we have, it may help to paint some broad strokes before purchase between opponents. Some folks may want to break paradigms by buying nothing but mines and LMG teams. Or the defender who buys TRPs, arty and three FOs. Usually some agreement along the lines of "let's keep force ratios reasonable/realistic" should suffice for most people. -
  6. Since I do not own a Roncoâ„¢ Pocket Difibrillator, I play WEGO. I like my replays and screenshots too much to give them up.
  7. Same here! Beating the AI into a semblance of intelligent behaviour is a real task.
  8. I know we aren't there yet but ... Panzers On The Eastern Front http://www.amazon.com/Panzers-Eastern-Front-Divisions-1941-1945/dp/1853674893 Erhard Raus was right up there with Guderian and Rommel in my book.
  9. I am up for that. Once the new Module comes out I will start in on some battles.
  10. Short of blowing up one of your own vehicles for more light I don't see any problems so far.
  11. Looks like a flooded field of death for a para drop of some sort.
  12. Welcome aboard bloody. shameless plug, but you want a H2H battle. http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=1578 combined arms, equal forces, mirrored map just a suggestion.
  13. One way we could get proper CM1-style troop placement in buildings would be to disconnect the Face command from the Covered Arc command somehow. Face the far corner and cover behind you into the street. Unfortunately they occupy the same UI tab so only one can be used at a time and they over-ride each other.
  14. As a more labor intensive work-around, one could download a grid mod and then take it back out of the Z file once setup is done and file is saved. Gun sites will improve as time progresses. The gated low bocage and hedge trick of 'thickening' treelines is still rather rare. If you are playing an older QB map, I would suggest going into the editor before playing and tweaking. Then show it to opponent and let him decide if he is OK with the map before purchasing phase. Guns seem to work best in small depressions that have either hedge, low bocage, or a plethora of bushes at least two tiles deep in front of the gun. It's not so much the terrain the gun itself occupies(altho that is important), but rather the terrain 1-3 tiles in FRONT of the position. You want the enemy to have to see through a long LOS line, and then through all sorts of cr@p. The gun on the other hand, can see through the terrain features immediately to its front much easier. If the gun barrel is the most foward deployed visual feature of an area ... you are most likely doing it wrong. Designers play a large part in whether there are fair or excellent gun positions on any given map. They can and do occur randomly, but should be designed in to any attack/assault map in the defender's area. Edit - As stated above, guns die like flies once spotted. Sell yourself dearly and take the best shots possible early. Hide with short cover arc, until someone else spots a tank. Then narrow cover arc on the target and unhide. Once the first target is negated, then fire at everything you see before a mortar round ends your day.
  15. +1 to all Pakman's suggestions. ESPECIALLY the AI copy/paste. My suggestions... while not helping speed up the process, these are things I feel are needed. Adjustable HE/Smoke ratio for off-map support. Ami 107mm is only off-map resource that has a decent HE/smoke ratio. 1 minute Reinforcements instead of 5(para drops). MORE GROUPS! Triggers. Fix diagonal narrow pathing. Center-of-action-spot vehicle travel makes a few diagonal choices non-starters. Sucks to spend all that time making an alley that no vehicle can travel down. LOS checker in 2D editor from center-of-spot to center-of-spot.
  16. No, the towed unit and the towing vehicle become one unit for travel purposes. No jack-knifing. I would suggest very careful consideration of the map beforehand. If you see lanes that lead to decent firing positions, and the ground is damp or worse, then go for it. Guns and their prime movers won't bog so much, and if they do, it is cheaper than losing a tank. Move Forward, behind the main force but in front of reserves. Make a 3-4 point turn to go from Forward to Reverse facing, then give Reverse order. No command delays, so pile on the waypoints for a smooth transition. Pivoting 180 degrees in place takes long time and seems to me that it would increase bog chance digging a hole like that. Reverse to within 1-2 tiles of firing position. Move order to gun with Deploy at endpoint. Personally I wouldn't bother with Ami guns on the attack(better mobile equipment), but the German Infantry Guns are potent. The 150mm IG uses some sort of stealth technology. Small visual signature when sitting or firing. I think it may share the 75mm IG signature myself, but I am not complaining. 34 casualties and 4 vehicle kills(2 with 1 shot) without ever being spotted in one outing. Now, that was on defense, but there are ways to get them into LOS on the attack. Like SMOKE. People seem to forget they have it.
  17. They are the Divisional Commander's personal shotgun. No one else wants them anyway. I wouldn't use them on anything smaller than a medium map/battle.
  18. http://www.urbandictionary.com/define.php?term=peng #1 Google result for Peng. I looked at their definition, and I don't think I have ever seen the Internet more broken than this. --
  19. Use scout teams on Hunt. Two or three men max when mines are even suspected. If a minefield is discovered(flaming datum) issue the HIDE order to any pinned troops. Hide is NOT a movement order and will be obeyed in most circumstances. This keeps buddy aid casualties down, as the troops will not move from hiding positions until ordered to do so... or breaking. Once troops are under your firm control, issue a SLOW order out the way you came in. Do not go that way again.
  20. Look for ways to blast your way around the enemy. Providing of course, that you HAVE units with demo charges to deal with the bocage. Blast through to an undefended field, and you can flank the enemy. Look for routes that take the least number of charges, and will have the lowest chance of either defenders(vs AI) and/or easy reinforcement by the defender(in H2H play). Always try to find a way around the obvious routes. Roads are usually deathtraps. Use the two man scout team that can be split off from a squad. Hunt and Slow when you feel close to the enemy. Give It A Minute. Once you have scouts in good places that you feel/know should be able to spot enemy .... WAIT. One turn should do, as your boys scan their covered arcs. If nothing is spotted, then send a single two man scout team out to see if it is for real while the rest of the platoon moves forward to the new start line. Tired is a perfectly acceptable condition. Soldiers are supposed to be tired. That means they are trying. .
  21. Ooooo, I am going to have to try that. Three Kubels with Scout Teams spraying MP40 fire down a street.
  22. Or, possibly use a dice roll/random number to determine which battles are fought and which are resolved on the board. I would suggest 30 minute, up to 1 hour battles. PBEM WEGO takes time. Two to three Companies per battle with attachments.
  23. Or just tweak the Target Light command for all Guns. Add code that prevents small arms fire and uses the main gun in light fire mode.
  24. I haven't had any real complaints from what I have seen in combat and tests. Anything more jarring than a pothole can affect optics. I took that as a given before I played the Demo really. Precision instrument designed to accurately target objects at 1,000+ meters. I agree skirt hits should not affect optics, but any hull hit can transmit shock. Repeated shocks will send it right out of true. Go smack a friend's rifle scope and see what that gets you. Radio is only marginally more robust. Not solid state. Crack a tube you don't have a spare for, and you are done for the day. External fittings like the "Nevertidygunwaffle" etc. should take damage from anything impacting the area. I agree that non-penetrating shock damage may be a tad "over-modelled"... but possibly only from a playability, rather than reality, standpoint.
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