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eltorrente

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Posts posted by eltorrente

  1. Do infantry ever throw Demo Charges against other infantry ?

    Could/Should they or is that another unrealistic action fostered by CM1 ?

    Yup - in a PBEM, I had a section of engineers throw a demo charge over bocage and take out about 5 guys on the other side - winning that engagement for me.

  2. I would dispute this. The only times I have needed to resupply, I kept the trucks far enough back so that they weren't targets and ran teams back individually to pick up ammo. That way, no more than a third of each squad was away from the line and the trucks stayed nice and healthy.

    I dispute this too. Giving a man 2-4 kilos of extra ammo on top of all the other stuff he is lugging around on the battlefield is an option I think most trooper would prefer to forego. Yeah, it can be done and I don't doubt that it was done, but to be realistic, it should make the troopers tire faster, and we haven't—so far as I am aware—established that troops overloaded in that way suffer additional penalties when it comes to tiring.

    Michael

    I see what you're saying, but giving 1000 rounds to a 10-12 man squad is 83-100 rounds per guy. It would suck to carry an extra 8lbs or whatever, but if you're going into a tough battle for your life, you'd be happy to have it.

    Given the choice of carrying 100 extra rounds into a battle a few hundred yards away - or having to leave a battle and run back to a truck, then run back to the battle and get back into position again - I'd just take the 100 rounds, myself. Also, I'm sure a commander would rather not pull 1/3 of his guys off the front lines to get ammo that they could have already had.

    Totally agree that they should tire a little quicker when carrying it. I would think that it wouldn't be a factor though, if using the "move" command on relatively flat ground for 500 yards or so. The weight would really be a factor on a hill though, even on normal move.

  3. how long, do you imagine, that it takes a group of 6-12 guys to:

    * search inside a vehicle for the right boxes of ammo

    * open and unpack the ammo

    * fill magazines and stow it all away in webbing puches and pockets

    * ensure they all have roughly the same amount of the right nature(s) of ammunition

    * get ready to move out again

    My guess is several minutes (at least! More like 10-15 in practice), but I'm curious to know why you think it should be even faster than it is now?

    Good post. I agree. Maybe it takes 3 minutes to take care of a squad. Maybe there's a straggler and it ends up taking 4 minutes.

    It just isn't an issue.

  4. Thank you all for the reply.

    Eltorrente, I understand your point of course and this is what fits you well. But, after all, this is a strategy game, and if a person who would like to try other possibilities with no time limits should be able to do it. As of now, as all of you can see, you are forced to follow a curtain path which you must choose because of the time limits.

    You say that curtain scenarios, curtain campaings are designed with time limit, but again it is not curtain but ALL are designed this way, hence no other possibilities are given to me to explore other perhaps less realistic/less time demanding options, which also existed back in those gloomy days of war!

    Challenges are different and it is a matter of adjustment to them instead of limiting the options to the buyer of the game!

    Yeah, I know what you mean. If you are a beginner and still learning the game, jumping straight into campaigns is a tough way to learn.

    I would recommend learning on quick battles and giving yourself 2 hour limits, which is tons of time.

    You could simply use the scenario editor like others have stated.

    The one thing about learning to play by playing the campaigns, is that eventually you'll want to play the campaigns as they were setup - and by then you will have already practiced them over and over again, and you'll know exactly where the AI is setup, and the challenge is over. You will have spoiled the campaigns for yourself by removing the challenge. This is why I would recommend leaving the campaigns alone until you learn to play the game with single battles and quick battles.

  5. And I always feel like I'm cheating or being gamey by loading up in the set-up turn. I mean if that's how we all play our games, why not have every scenario start with troops loaded to the max?

    I would be far more inclined to go with the more realistic default load-out if I knew it wouldn't be such a PITA (esp in WEGO) to aquire more ammo.

    It's not gamey or cheating. It's a mechanic of the game, and part of the setup process if you so choose.

    Otherwise, you'd have to drive trucks up to the front lines to replenish troops that have been battling for several minutes, and the trucks would get destroyed. Unarmed trucks have no business on the front lines, and are instant targets to practically every unit that sees them. Much more realistic and practical to give ammo to who you want before the battle starts.

  6. Ah, so small maps are the problem (again). It's rare to have 800m ranges to work with (at least in the most recent campaign I played). Most of the time it's been 300m LOS at most. And am unclear what effect if any MG fire has on troops in foxholes.

    The main thing is - don't expose them too early. If the enemy has mortars, he'll target them. Use a portion of your forces to fight early and find out what he has. Use them when you are pretty sure his mortars are empty, dead, or non existant. Doesn't matter how big the map is. Don't try to put them directly on the front lines, either. Whether they are 800 yards back, or 100 yards back - keep them back from your "normal" troops.

  7. Hmmm... or do you use FACE to get them to the other side of the room, then a 360 degree arc, so they don't move away from that position. (I still use 180 degree arcs out of habit.)

    No that won't work either. What he is talking about I'm pretty sure is to give a simple face command in the opposite direction and that's it. They are still aware of what is going on behind them, and will fire in that direction when there's a threat, but their primary focus is on the opposite side that they are setup at. If you give them a 360 arc, that will cancel the face command.

  8. I keep them as far back as possible most of the time. All they have to do is add suppression, and maybe get a kill or two. They can do that from 800yards away or more. If there's a stone building, put them in there.

    Keep them hidden until the mortars are done pummeling your troops. Use a squad split into sections to draw mortar fire and what-not as bait, and when the mortars are done, unhide them. You don't need to have all your troops firing all the time, and give the mortars a choice of which juicy target he's going to kill.

  9. So no Hide command then, right? Just a CA. But will he not be sticking his head up looking around and thus get spotted from a distance?

    Thanks,

    Gerry

    No hide command if you're setting up an ambush. Yeah, they stick their head up sometimes, but they'll still stay hidden for the most part. People really fret about this, but I've found in many PBEM's that it works well.

    What I often do is to hide them initially when they get into position - if the enemy is still far away. When they start getting closer, give them a cover arc and unhide them, and the ambush will work fine most of the time.

    Keep a unit further back that is unhidden and will shoot at enemy from a distance, and draw their attention. Make it look like your forces are mostly in another spot.

  10. -The scene where the dieselman nearly loses it and the captain has to pull his pistol in an attempt to get the matter under control. In reality, if such a situation would have happened the Chief of the Boat (Oberstuermann) would have lost any confidence the captain had in his ability to control the enlisted men and would have been promptly kicked off the boat the next time they docked.

    I disagree. When he came walking out all freaked out, they all came to the realization that he was losing it at the same time. When he was told to chill and get back there - he did. The last thing any Captain or XO would want to do is replace the COB. It takes months for a COB and crew to gel, so no way they would want to bring in a new one - they are just too critical to the operation of the boat. That diesel operator was a badass and everyone knew it, so when he went back on watch, the incident was over and forgotten.

    -Related to the above: if an officer (even a visiting one at that) had had a greasy rag thrown in his face in reality and the COB did nothing about it, it again would point to him having a serious lack of control over his men. That type of junk simply wasn't tolerated in the German military.

    Yup. That wouldn't have been tolerated - period. End of story. I didn't like that scene and it struck me as odd that they would portray an enlisted doing something like that, because he would have known better. Of all the minor things in the movie that were inaccurate, that was the only one that jumped out at me and bothered me.

    The COB would have been all over him, and he would have been punished severely. They were trying to show that since he was an outsider and "just" a correspondent, that he hadn't earned the respect of the crew yet - which is a valid - but damn.. no way they would have done that.

  11. In certain campaign battles, there is short time limits on purpose to force you to take an objective at a certain time frame, which is realistic. Certain scenarios are designed that way from the start. Taking an existing scenario and getting rid of the time limit to make it easy is defeating the purpose of the scenario or campaign.

    That being said, I've honestly never had an issue with time limits, because there's always enough time. If you had all day to take a hill or whatever, there's not much of a challenge. Sometimes they want you to feel rushed, and are expecting you to lose forces by moving forward quickly, and that's built into the campaign.

    With no time limit, You could move "slow" a few meters per turn, rest for a turn, move slow, etc. You'd be able to sneak into every perfect spot without being seen, and would win easily with no challenge. The AI is pretty dumb, so you don't need any help to beat it.

    Once you play another human in a PBEM, you'll see quickly that time limits don't factor in much at all. 45 minutes is more than enough time, even for Huge or Large battles on a huge map.

  12. Das Boot's depiction of men cracking is infinitely superior, in my opinion, and infinitely more chilling.

    Yes, I agree with you.

    I love the scene when the Diesel operator loses it for a bit, walks in to the control room all wide-eyed, and it's like, "O.k. man take it easy your alright" sort of thing, and he just kind of nods and heads back aft. I also liked the subtlety of the XO's nervousness. He simply didn't like gong to test depth (and beyond), whether in a battle or for a drill. The movie didn't focus on his reactions necessarily, but it was there. Also, the Captain himself essentially gave up when they were on the bottom, and he was the saltiest of them all.

    Just an excellent movie all the way around.

  13. I felt the same way you did about Upham after I first saw the film. However, I've actually come to really appreciate him in subsequent viewings. Why? Upham makes us confront our own fear and weakness. We all would like to think we would be the brave hero and come to the aid of our buddies come hell or high water, but, put in Upham's situation, how can we really know if we would for sure? It's easy to say that you would, but actions can be harder than words. Upham is actually one of the reasons why I think SPR is a great war film, and I think his character was a thoughtful inclusion by Spielberg.

    I didn't like Upham either, but I know what you're saying. Even the toughest vets were shown to be freaking out in the final battle. I liked that they showed that side of it, and not everyone was a fearless hero the entire time. I also liked Tom Hanks' shaking hands. His nerves were getting to him, he was war-weary, but he did his job to the end. I thought it was a poignant moment when his hands were shown to be finally still and at peace.

  14. SPR was a great war movie because of the effect it had on civilian's perceptions of war. The fact that actual WW2 veterans, and specifically Normandy vets, were moved to tears and anxiety while watching it says a lot.

    Sure, you can find holes in the story or characters or whatever. It was the realistic violence and gore and terrible situations that soldiers found themselves in, that was the main point.

    A bunch of random guys working together trying to survive and get home, tasked with a strange mission, and what they went through to carry it out. You can make fun of the actual mission, that is was unrealistic - but the character's themselves also thought it was crazy.. which was the whole point.

  15. Thanks guys. Any thoughts on the other specialists? Attaching scout teams to tank units? I assume the breach teams are for those times you want some combat engineer capability without buying a whole platoon.

    How about stripping out units like the platoon 57mm ATG on offense?

    I relooked at the specialist teams and the rest seem to be mostly ATG, infantry guns, mgs, and mortars so buying them in formation (and eliminating what you have to to get the cost right) for larger battles seems to make the most sense.

    Sometimes, when I'm going to purchase an extra platoon to go with my company, I decide instead to just beef up my other platoons instead. I'll attach a scout team, 1 or 2 light MG teams, a mortar, a sniper or whatever. Maybe a bazooka for a little backup against tanks. Each platoon becomes quite powerful when loaded up with specialists.

    I use Breach teams sometimes. They can be used to blast stuff, of course, but they can be used to scout and to hold a position without tying up a squad or section. You might even use them instead of normal scouts. Always useful to have demo charges. Whether knocking a wall down, or blowing through a house. Also, they'll throw their demo charges at tanks or infantry when close enough, whch is usually devastating.

    A lot of times specialist teams get used away from the main body of the platoon, so it's a good idea to bump them up to +1 or +2 leadership, so they won't get scared when their platoon leader isn't around to comfort them. :)

    I always see if there's units in my heavy weaps platoons to strip out and use. Remember that it's usually cheaper to use the units purchased as part of a Battalion than it is to purchase them on their own.

    I don't use AT guns much on offense, unless I'm playing the AI. I play mostly PBEM games, and humans are too good at targetting those things if they see them moving around at all. I like to just find a spot quickly and set them up and hope for the best.

  16. Indeed. And Snipers are sooo cheap to bump up, it seems a shame not to :) Certainly on the German side, it perhaps comes closest to representing a Sniper School trained marksman.

    Speaking of bumping up certain units.. I almost always make my HQ support unit crack or elite/High/+2. I use them as medics for the beginning phase of most battles, and keep them out of harms way at first. Often times they pick up an MG42 or BAR - a couple times they've ended up with 2 MG42's, plus their SMG.

    Usually when a platoon has been chewed up and are barely holding on, I send them up to hold a key position. Kind of like in Band of Brothers when Winters tells Spears to take over the attack, and Spears just runs straight into the battle with no questions asked.

    I swear they always make a difference. In one of my PBEMs I have going, my HQ support is the strongest, most capable unit at one of the VL's. I had suffered horribly from a mortar attack that decimated a platoon, so I sent Spears running over there, under fire, and they just kept going and arrived fresh and motivated and have allowed me to hold on to a crucial spot.

    In another PBEM, 2 of them were killed by a Sherman, but the leader with his MP40 is still "ok".

    Stuff like this makes the battles more fun to me, when I have certain units that I care about.

  17. When I pick snipers, I usually attach them to Platoons and they support and scout for the Platoon.

    Every now and then, I'll get an elite/fanatic sniper that's attached to the Battalion that I move around independently - just for the heck of it.

    Snipers aren't like super soldiers, just so you know. They are no better than the average soliders in your infantry squads with scoped rifles.

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