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WriterJWA

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  1. The only thing I can figure here is that the crew used the AP round to drill a hole in the masonry of the building, but I don't want to assume, guess, or speculate on anything here.

    I think you should be able to manually select the shell type .... but perhaps that's just me. or better yet — SOP's!!

  2. So my company has reached the top of Hill 1209 on the way to Troina. All I need to do now is mop up one slope. I have a .50 cal halftrack and a 75mm halftrack available to me along with the rattled remains of three rifle platoons. Each squad still exists, along with their platoon leaders, but it's been a rough fight.

    Just below the crest of the hill, on the German-held slope, I see a German AT gun crew physically moving the AT gun to face my 75mm, which is essentially behind them. Seeing the opportunity to knock out the gun while it's limbered, I rush a squad and the .50 cal halftrack forward.

    Next turn:

    The .50 cal goes to work on the gun and pins them at around 40-50 meters. I call forward my nearby 75mm halftrack to put a shot into the gun at less than 100 meters. While pinned, however, the crew managed to unlimber the gun. Once unlimbered, the driver of the .50 cal halftrack decides, "hell, I better back up, that gun might get me."

    He backs the truck up, taking the .50 cal gunner out of line of site. The AT gun crew unpins. They turn the barrel. They put two rounds into the 75mm halftrack before it gets one shot off.

    1. How could the gun have been unlimbered if pinned by a FIFTY CAL at that range without the gun being de-crewed by death?

    2. Why would it STOP SHOOTING the suppression fire if the .50 cal track knows it's pinning down the gun crew for a supporting arm?

    3. WTF?

  3. Weapon-for-weapon, this is an entirely "apples and oranges" comparison. In a rifle squad the MG34 is akin to the M-60 of later years in terms of its employment (most notably in Vietnam). It's a platoon/company level medium machinegun used at the squad level to pick up the slack in fire left by the K98s in the base-of-fire element, and in some cases supplant platoon/company machineguns when used on a tripod (the most preferred method of fire for an MG). As the video describes, the BAR wasn't designed for that purpose, but rather as supplement to the already higher rate of fire of the Garands.

    I'm not sure I would ever use a MG-34 on a bipod to suppress targets as far out as 680 meters. It's not that it's not capable of doing it, but it has to be mounted on a tripod with a T&E mount to be effect at that range. I suspect I would never use a rifle squad with BAR to suppress targets that far away. It's a waste of ammunition.

  4. Re the KIA:WIA stats in the AAR screen: the WIA does not count yellow bases. If it did, would your KIA:WIA stat seem more aligned with what you'd expect?

    Ken

    I think so, perhaps. I think the game should count those wounded. "Walking wounded" is still wounded and counted when commanders submit after action reports.

  5. Here is the book method on making a correction in the process of giving a call-for-fire request:

    --------------

    4-8. CORRECTIONS OF ERRORS

    a. Errors are sometimes made in transmitting data or by

    the FDC personnel in reading back the data. If the

    observer realizes that he has made an error in his

    transmission or that the FDC has made an error in the

    read back, he announces CORRECTION and transmits the

    correct data.

    EXAMPLE

    The observer transmitted SHIFT KNOWN POINT 2,

    OVER, DIRECTION 4680 . . .. He immediately realizes

    that he should have sent DIRECTION 5680. He

    announces CORRECTION, DIRECTION 5680, After

    receiving the correct read back, he may continue to

    send the rest of the call for fire.

    b. When an error has been made in a subelement and the

    correction of that subelement will affect other transmitted

    data, CORRECTION is announced. Then the correct

    subelement and all affected data are transmitted in the

    proper sequence.

    EXAMPLE

    The observer transmitted LEFT 200, ADD 400, UP 40,

    OVER. He then realizes that he should have sent DROP

    400, To correct this element, he sends CORRECTION

    LEFT 200, DROP 400, UP 40, OVER. The observer

    must read back the entire subelement, because the

    LEFT 200 and UP 40 will be canceled if they are not

    included in the corrected transmission.

    --------------

    This involves adjusting the mission during the process of calling in the supporting arm. Just a little extra info!

  6. I'm quite dissapointed with CMFI tin thingie. I took for granted that the format would be the same as the gorgeous CMBN one (my fault).

    It seemed logical to me that all the collection would keep similar format so it looked nice on the shelves. I would've loved to proudly display it in mine.

    +1. Indeed, sir!

  7. But I'm sure most real world platoon/company level engagements aren't the kind of meat grinders that your typical CM scenario represents.

    Aren't they supposed to represent real-world, World War II, battlefields?

    It has a lot to do with striking a gameplay balance to make an interesting scenario, where as a real commander is interested in achieving the greatest possible leverage in his favour to save the lives of his men.

    Who doesn't play a scenario where they try to gain leverage to save the lives of his men? Wow ... I really hope I'm not alone here....

  8. I've seen plenty of occasions where the number of wounded grossly outweights the number of dead. If you take your time to apply buddy aid, the number of dead will go down.

    Good point! If I'm stopped, I let buddy aid do it's thing. If I drop a man on the run out in the open, he's stuck there. :o

    When analyzing statistics, keep in mind that CM represents the sharp end of the stick. Most battle reports I've read report the total number of casualties sustained in the operation outside the tip of the spear engagements.

    Ehhh.... Most real world platoon/company level statistics that I've seen reflect higher wounded than dead.

  9. In the scenario I just finished in the German campaign (third scenario), I suffered nine dead, seven wounded. In past scenarios the numbers of dead have have always proportionately outnumbered the wounded, same for the AI or occasional human player. I've seen this in both WeGo and RT. I've also noticed this trend in CMBN. Here is an in-game example from another player:

    italyv.png

    Historical battle statistics show wounded outnumbering dead, in almost every case. Example: V Corps losses at Omaha Beach were reported as 694 dead, 331 missing and 1,349 wounded.

    Are CM weapons too lethal, or does the die roll favor death over wounding? Why?:confused:

  10. I've been thinking about this too.

    Rather than adding more Delay <Insert/Minutes>, I think what I'd like to see added is a <Hold Fire> option.

    As it is, if you call in a stonk with a five minute delay and realise some way in that the timing is going to be slightly off, you have to <Cease Fire> the mission and call it in again even if it's on exactly the same lay, with the same rounds and effect.

    There should be no need for trajectory recalculations or laying out and timing munitions etc. etc.

    A battery should have the option to prep, fire spotting rounds until fire for effect is ready to be delivered, then be held on that line indefinitely until the mission is required, or they're called away to a higher priority mission.

    The foward observer calls in the mission.

    Guides the spotting rounds in.

    <Hold Fire> battery on that line, until the stonk is required.

    Fire for effect on my call.

    <Fire>.

    A battery with a twelve minute delay in prep time shouldn't have to run another twelve minute prep for exactly the same mission because the delivery time needed to be delayed by two minutes.

    Similarly, a defensive battery assigned to fire on an area shouldn't have to run another prep for the same mission because the attack didn't happen at minute 15 of the battle.

    So long as it's not given orders to prepare for another fire mission it should be able to hold fire on that mission until it's called for.

    <Hold Fire> would mean you could also pause a mission part way through it's prepared rounds.

    <Fire> Battery burns through 25% of it's prepared rounds in its first two minutes of firing.

    FO calls <Hold Fire>, battery stands down but doesn't packup and go home.

    During the next three minutes scout's mission forward as the smoke clears, but get themselves pinned down half way across the intervening ground.

    FO <Fire> Resumes fire on same, Gerry hasn't had enough. Battery burns another 25%, rinse and repeat.

    If the scouts get through, the FO can call <Cease Fire> on the mission, or he can keep the battery trained on that line in case he needs to pummel the same area to destroy an expected counter attack.

    At the moment what we get is, sorry, we can't fire exactly the same mission without twelve minutes of everyone sitting around while we prepare, which is both unrealistic and an unnecessary delay to the game.

    Well said on all fronts! It would be great if the game maintained on-call target data on barrage targets previous called for. Example: if I shell a bunker with 75mm's and it doesn't take it out, and I want to call in another barrage on the same target with the same spotter, the observer shouldn't have to go through the same adjustment processes, provided no other mission was called for that directed the attention of the battery elsewhere. IRL, there is a "repeat" order that an observer can give to have the battery simply repeat the same FFE mission.

    Something else I've noticed regarding artillery: In WeGo, if I finish planning a fire mission and then decide to cancel it, why does the asset have "cease fire" across it since I technically haven't called in the target data to the battery? That wouldn't happen until I run the turn, right? Why do I need to wait until the next turn to plan again?

  11. The CMBN in the manual 1st or 2nd line of the Campaigns section says ."blah blah Single player only blah blah" ...you can quote me on that:D... There are no discussions of Campaigns in the CMFI book (pdf search). I stopped investigating at that point.

    I was asking if there are future plans for such.

    I'm with ya! Two-player campaigns would be great, or at least single-player campaigns that easily translate into H2H.

    I've had a lingering suspicion user "JonS" is actually a bot built by Battlefront to troll and stomp on ideas. ;) ;)

  12. Thanks! Binders have come a long way since the early days. We thought it might be worth a try, and we are pleased with how it turns out.

    The idea came about because we intend a manual to apply to all CM games of that particular version. Separate "supplemental" manuals will be setting/release specific. This does two things:

    1. Clearly separates the game mechanics from the game content. If you have a game mechanics question, go to Manual X. If it is about what the units are, go to Manual Y.

    2. Saves you guys money. If you want a printed manual you only have to purchase a game with manual once for every Version of the game instead of once for every Family.

    Steve

    .... and this isn't ASL v9.0? ;)

  13. I got my disc in the mail today.

    First off... the spiral-bound manual is a nice touch.

    That said, though, I wasn't entirely enamored with the packaging. It's ultimately not a big deal, but why the switch from the larger CMBN steelbook case and the disregard for product-line consistency?

  14. Can someone provide me some good source material on German and American tanks of the time period?

    A friend and I (both CMx2 players) are in a quandary about an in-game match-up between baseline M4 Sherman's and PzKpfwIV's. In a loose test we ran, a company of Sherman tanks narrowly bested a company of IV's at around 750m. Overall, we just let the tanks shoot at each other, and let the AI do it's thing. Naturally this isn't the best way to determine which tank is better in-game... BUT, we did expect the Mark IV's to edge out the Sherman.

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