Jump to content

WriterJWA

Members
  • Posts

    217
  • Joined

  • Last visited

Everything posted by WriterJWA

  1. The "Deploy Weapon" button is a toggle ... it's either on or off. It's not a movement order, but rather a stance, like the "hide" button.
  2. What I typically do, with success, is order the mortar team(s) to move where I want via the waypoints I want, then once I've set the final destination I press the "Deploy Weapon" to where it is bright and outlined. One the team gets to where I've ordered them to go, they'll automatically deploy the tubes for firing.
  3. That looks phenomenal! Well done, sir! Is this available for download?
  4. The only other thing I can think of is that the FO/Platoon commander's radio is not functioning properly and cant communicate to the tubes. Yesterday, playing the first battle of Road to Montebourg, I had this happen briefly. The radios of the time period finicky historically, perhaps this is modeled. I think perhaps what we need here is a little developer input.... answer this question once and for all!
  5. I had major trouble with this as well. I was able to break the wire with engineers blasting through it and could get infantry on the other side, but they were quickly wiped out by the shellacking artillery.
  6. It's actually a pretty realistic setup as far as the game engine is concerned. A platoon/company commander is not going to bother the battalion commander (who has his own problems on a larger scale) with a company/platoon level indirect fire mission. That's what the platoon/company commander gets paid for. BUT, it is the battalion commander's perrogative to use company-level organic mortar assets for his own purposes as he sees fit, that's why BinHidin was able to call in 60 fire from the battalion commander directly, but not able to use the BN HQ as a communication conduit from the FO to the tubes.
  7. Beaten zone representation would be awesome, but I think it would take some serious computing power to pull it off. As the rounds travel further away, the beaten zone would get larger, and the shape of it would depend on the orientation of the gun, the rounds, and the target. Might be a bit much to compute ... IDK. However, how does one fire a final defensive line (an FDL) as a platoon might in a serious defensive battle? Platoon and company defenses are built around their machinguns, in fact they're one of the first things emplaced when planning a defense. Having that wall of lead at the sustained rate is pivotal, especially when the enemy is attempting to assault through. One thing I think would be keen is to have an SOP setting available for your forces that can be taylored to your needs per scenario. For example, in a platoon patrol, I might not want my men returning fire at the first shot they hear. In a defensive scenario, I might want the standard procedure to be to wait until 75m for riflemen to open fire. Or, I may want my MG's to fire searching fire up to 75 meters, and then go sustained after that if in the defense.
  8. Ok ... according to the manual, as it relates to C2 and calling for indirect fire, you SHOULD be in contact to do it. The manual states: C2 Links: Ideally the spotter should show green connections to all superior units. The spotter also needs a connection to the firing unit in order to be able to call on it to fire. Units without a communication link to the spotter are shown as "out of contact" in the Support Roster. Now, according to the manual, "units can effectively only trace command-and-control to their immediately-superior HQ's." If those mortars are a company asset, the battalion HQ is not going to waste time on a subordinate asset two-three levels down (company-to-platoon-to-section). Now, if the battalion commander was spotting in this case, then the change of command would be lined up right. Basically, the chain of command seems to only go up, down, or laterally (company to company/platoon to platoon); not up and then back down. With mortars specifically, what I tend to do (at least for the American side) is this: Just about every mortar section/platoon seems to come with two leaders in the game -- a senior NCO (such as a master sergeant) and is labeled as a HQ support team, and a weapons platoon commander. Both teams have radios. I'll leave the NCO with the mortar tubes and send the platoon commander with the base of fire element or with the company commander and have him call in the bombardments as I need. This way I have a direct link from weapons platoon commander to the mortar NCO who is managing the tubes. I usually use my company commander or dedicated FO if I want battalion/regimental level mortars or artillery. So far, 99 percent of my barrages have been on target and relatively quick. In fact, just recently I was able to take out two 88's with a well placed 105mm barrage called in by the company-attached FO relaying directly to the battery.
  9. I kinda agree.... machineguns have commands and procedures that riflemen don't. I'd like the be able to have my MG's fire traversing fire across a crest or along a length of bocage without having to manually select the aim points each time. The target arch function is nice, but it's more defensive vice offensive. A target has to appear in order for it to work.
  10. By the looks of the pictures, it seems your FO can't communicate with the mortars because it has no radio and needs to be able to directly communicate with the mortars themselves. I assume you're trying to relay the fire direction control information through the platoon commander. Did you check to see if the platoon commander has a radio? If not, you're SOL. I think the only way voice and sight chain of command can work with regards to calling in indirect fire is if the leader calling it in is calling it back directly to the tubes. An example is a mortar section leader at the edge of a patch of woods calling adjustments to mortars who are in voice command but out of LOS to the target.
  11. Just curious ... When did you order yours?
  12. My God that mission pissed me off! I'm gonna' have to go back into it and "re-attack" it see what I can do. I don't like wasting time waiting on tanks, but it appears I'm going to have to. I would do what I could by breaching the wire obstacle with engineers (because arty/mortars didn't seem to work) and then rush the bridge with infantry to the low hedges and walls on the far side while mortars and artillery beat on the hill and other possible defensive positions. I could get a platoon across with engineers, but it was a quick moment before the German artillery was on me. Thus failure ensued....
  13. FTW! To me, the best place to learn to play the game (as far as tactics are concerned) it to look to the field manuals on the subject.
  14. I think the developers got A LOT right! If I can use common infantry tactics such as fire-and-maneuver and achieve desired or relatively expected results, then I think they put out a successful game. Obviously there are always going to be gaps in the game, especially with regards to realism. I don't think a rhino should be able to break through a thick bocage that fast and I should be able to use artillery to break up wire obstacles, but I expect these flaws to be addressed as the game progresses, patches are released, and the second and third iterations (Bulge and Russia) come out.
  15. I hope that isn't displayed in the game.... because if so it's entirely unrealistic. M2 Browning effective range is 2,000 meters. The M1919 is effective up to about 1,300 meters. This isn't maximum range (which is much farther), this is effective range, meaning the crew can lay down effective, aimed suppression fire and maintain a tight beaten zone. Something else that would be cool would be the ability to fire machineguns in defilade. One thing machine guns can do is set up slightly behind sloping ground out of sight of enemy and fire by spotter a la indirect fire.
  16. In a similar situation, I've tried using mortars and artillery to reduce wire obstacles, to no effect. Indirect fire should be able to do this, and is/was done. Also, why could a fragmentation grenade or two do the job on a small wire obstable? But ... some steps to help: Acronym: SOSR Suppress enemy fire Obscure the breach point with smoke to isolate the obstacle from enemy Secure the breach point physically or by fire Reduce the obstacle
  17. How would anyone feel about a "Hold Fire" toggle for individual units... perhaps something where the unit holds fire unless an enemy unit comes within 25m of them (or other appropriate distance)? Just curious.....
  18. Not to muddy the waters too much, but machinegun and mortar teams traditional dig special fighting positions when digging into a defensive position. Note: http://www.armystudyguide.com/content/army_board_study_guide_topics/survival/fighting-position-design-.shtml Would it be possible to include something like this, perhaps, when establishing defensive positions at the beginning of a QB or scenario? Also, and perhaps I'm getting a little too detailed, but how about hasty defense positions? Perhaps if a unit is under fire and in a position for a period of time they might dig hasty positions (a la "ranger graves" and the like). This would not be out of the ordinary.
  19. Are you talking about making the linear target width wider? Say a rectangle that would cover a larger area vice the circle as depicted in area fire?
  20. This would be awesome! I think it would be great to have/see stretcher bearers carry off the wounded, or perhaps if the wounded are ambulatory, see them limp off. I def. think the wounded and dead should remain on the field throughout the game.
  21. Does anyone know how to either lower the volume or turn off the intro/loading screen music?
  22. If the MG ammo bearer team is within 8 meters (IIRC) then the MG gets a refill.
  23. I do the same thing with just about all my game manuals ... LOVE IT! It makes it A LOT easier to get spun up on game details. In fact, the demo watermark didn't show up in iBooks FTW!
  24. I love this picture! This is why I bought the game right here!
×
×
  • Create New...