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Sgt Schultz

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Everything posted by Sgt Schultz

  1. Yes, speed matters. Slow is the order of the day when crossing a wall/hedge/etc. Set up a dozen low walls and run a tank across them on fast and slow.
  2. The radio C2 thing is tied to movement of the carryng unit in my experience. When an infantry unit carries a radio, it stops working until that unit stops moving. A few seconds after that, the radio icon will light back up. As far as losing radio C2 at other times... I don't check as often as I should, I suppose. Once i see a unit is in C2 and no one moves, I assume it stays. -
  3. It will work for the largest building sizes. The vehicle in question needs a tile that is completely inside. No walls allowed. Burning vehicles inside(or outside) buildings make very nice illuminators for night battles. Putting immobilized vehicles inside buildings makes ammo dumps. Just make sure to remind players in the briefing to NEVER get the crew out or the vehicle is done.
  4. I want the random mob of civilian refugees to appear on-map, clogging roads and screaming in terror as the mortars fall. Headed for the Allied side every time of course.
  5. Assault split works for the front line attacking troops. Regular split works for my defenses and supporting troops on attack. PG truppen regular split gives an MG42 to each team. This is a nice edge on defense when there is an LMG behind every blade of grass.
  6. This effect is particularly pronounced when SMGs spray up into the trees after the first few rounds of a burst.
  7. You may want to avoid making 90 degree turns with anything less than 4-5 waypoints. If it is a dangerous area, this also allows a Pause order at each point of the turn to make sure your AC isn't running into a tank. If it sees a bad guy during a pause it will usually back away in a much more orderly fashion.
  8. Maybe a Brit Para vs Ami Para? Would that be enough paras for you?
  9. I love a good AI battle, but actively despise the work involved creating them. There are a few tricks I have taught myself and learned from research to make constructing plans easier, but it is a matter of degree. The things are still a cast-iron biotch to create. As stated above, releasing a battle as HTH first while working on the AI is a great way to get your work out there. Slap the troops on the map and gimme!
  10. What? Still no gliders or 'chutes? Three kinds of 'pond', but no chutes for Normandy... I will gladly trade two ponds, a wheelbarrow and three piles of lumber for a glider.
  11. Hetzer, Wespe and Lynx. The Three Amigos for CM1 QB play. Cheap triple threat for any target. Just present the proper vehicle. Good times.
  12. I completely agree that we should be able to use AT weapons from buildings. Until such a time is upon us, we work with what we have. I ask for tweaks, then find a work-around until it is no longer needed. You are of course correct that if these positions were just sprinkled here and there it would be a give-away. I have started designing all my structures in such a way(half-tile placement) that almost ALL buildings on the map can be wall-wrapped in at least one place. This can lead to very nice fighting positions being created by the enemy through artillery attacks on standing buildings. These fall, sometimes leaving the wrapped walls behind. Just like in RL. We cannot fire AT from structures. Yet. It is up to the map makers to help give the defenders a chance, until Charles & Co can help us. Tactics can only take you so far, and can cost uneeded casualties. ------- Now of course, once we DO gain the ability to fire AT from inside, we will all have to discard a lot of hard-learned tactics that will no longer be applicable. But we will have such nice fortified structures to fire from. And nothing lasts forever, not even a good firing postion...
  13. Here are those rubbled buildings with walls added. Pathing should be tested before installing on maps that will be used in combat. Oh, and by the way ... these work. AT teams survive, fight and kill from these positions. They are worth the effort to install on your favorite MOUT maps. --
  14. Wespes, Jagdpanthers and Lynxes, oh my. Goosebumps from the upgrades my Kampfgruppen are about to get.
  15. Plus, Infantry Quick is the same as Armor Slow if you want to keep things moving forward in echelon. May have given the troops a few more seoncd in LOS to get attention.
  16. While I would need the elevations to be sure, I am assuming your StuG saw the tank before the troops because the tank is taller than a man. The LOS tool checks for the exact point your cursor rests upon. You can be out of LOS to a piece of ground just behind a small rise, but a 2 meter tall tank is spotted well before it reaches that spot when approaching from behind the rise. This is the same thing that frustrates folks who check LOS from a tank to a spot, then the main gun cannot see the same spot. The gun is lower than the LOS tool start point.
  17. +1 to a rapid-fire button. Maybe give all guns using this feature a high(er) chance of jamming.
  18. Yes necra. As long as the bearer team is in range, then the transfer happens automatically as needed. It would be nice if the mortar team could 'aquire' the ammo from the bearers, so the bearers could go for more.
  19. It seems to be a "perceived threat area" kind of TacAI behavior that units will produce in certain terrains. If a unit 'feels' like it would be a bad idea to follow any of your orders, they make their own way. I have given infantry units clear orders to stay away from woods so they do not slow down. They fling themselves right into the woods and get Tired. Tanks will not drive down a road if they feel it would be safer to drive another route to the endpoint. This behavior can be reduced by increasing the number of waypoints between the unit and its destination. If it is an AI group, then your spucked. You will need to make the designed route 'safe' enough so that the TACAI finds it acceptable. --
  20. has been a bit of a quest of mine for design work. Immobilized Hannomags were the easy first step for MG bearers, and teams running low. Trucks cannot be used, as any immobilized soft vehicle crew auto-bails and will not return. I really wanted to address the issue of on-map 81mm mortar ammo. The Amis have to be tweaked way down to even things out with the Germans, and that's not what I want at all. I want more per tube, not less. I want to make the bearers go get the ammo. I want the ammo to show up later than the tube(s). The real problem is how snobby the mortar firing units are. They will not accept ammo from any non-vehicle unit who is not their organic bearer. They will take from whatever vehicle drives by with 81mm rounds to spare though. The two sides have their own unique options in this area. ----------------- First off, the Germans. I found their answer looking for something else. Armored Infantry section. Panzergrenadier Btn [Motorized]. Trucks. With mortar ammo in them. 30 HE and 6 smoke. These beauties are attached to a standard mortar squad w/bearer team. Guess what? You can delete everything in the entire Btn except the section HQs... and of course the trucks. You can keep the C2 chain of HQs for nice radio-equipped 3-man security forces. They even look a little like cops/MPs. Two trucks per company. 60HE and 12 smoke. Three companies per Btn. 180 HE 36 smoke. Now since a designer cannot immobilize trucks, they need to be contained by terrain/walls/etc... but still available to foot traffic. Maybe someplace to the rear with a variable time reinforcement to keep the enemy from nuking the site from orbit. And they don't HAVE to be immoblized. They are trucks, and not too many people are going to risk their 81mm rounds in a truck. Just get close and let the boys hump 'em from there. All that is needed now is to buy the usual on-map mortar squads, and let the bearers do their thing once the initial rounds run out, and the trucks show up. Heck, give the poor slobs a Kubel or a 250/1 if they have a long trek. Less tubes on map. People will take more care with the ones they are issued. We won't see so many sniper-mortars. ------------------ The Amis are a tad more difficult. They get the mortar Hannomag and a mortar team. It is the standard small team with 20 HE and 2 WP and no bearers. The HT carries 66 HE and 8 WP(yay). The real buzzkill is that you cannot delete the mortar team, and there is no way to add bearers that they will accept ammo from. The upside is you can immobilize the HTs with no worries. As long as the crew does not dismount or bail(watch where you click). This means no terrain/walls to give away ammo dumps. But how to deal with all those pesky, snobby mortar teams??? Oubliette. Small exit area at edge of setup zone surrounded by high walls. No setup zone inside. Teams are placed inside by designer. Turn 1 .... they go bye bye. Or you can make them reinforcements that never show up. Now the "real" mortar teams are free to have at the ammo in the HTs, wherever and whenever they may be designed in. --------------- And THAT friends and neighbors, is how you give those bearers something to do besides perform buddy aid and die like flies as scouts. What say ye?
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