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bowlie

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Posts posted by bowlie

  1. Line em up and charge at the flag...err victory locations. Works everytime :D

    Only joking - what t'others said :)

    thats a shame, i like your tactic better :P I was hoping they could act as some sort of super fast task force, flanking the enemy and supressing them with the machine gun, but the maps dont lend themselves to this much, they are bullet magnets and have pretty crappy path finding. transports and dismounted it is. They could be useful in a mobile defence, setting up a fire zone, butchering everyone that comes through and then withdrawing before re-enforcements arrive, but again, alot of hasstle and too tricky to pull off, asspecially with turns.

  2. hi, i was wondering about the use of jeeps when attacking. Im playing a courage and fortitude mission (5 i think) and i have about 10 of the things, some with MG's, some with squads in. How do they work? as far as i can see they are just like mg teams but with no cover so they die super fast. can they be used as a fast reaction force to race to areas? do they need to dismount to use weapons effectively? can they be used in an attack to race up to a row of bocage when the enemy are supressed? so far i havnt found a good use, but i may be using them wrong. Any help would be great, thanks

  3. thanks for the help everyone. i have another specific question. i just played a quick battle and played as the allies. I saw a tank coming so i hid my squad of pioneers behind some bocage it had to pass by and gave them an arc. the tank rolled up to them, saw them, and turned to gun them down without them even firing a shot. why not? cant they use the demo satchels like that? what is the best anti-tank infantry?

  4. I know the free French army (or whatever it's called) relied heavily on people from the west African colonies. The force that finally spearheaded the liberation of Paris where chosen because they where the only powerful force that was predominantly White. I think there would be plenty of black gi's too but i think there are more important things for the game right now

  5. cool. i carried on and im doing ok. taken out 2 AT guns and only lost 1 tank. so far i have 3 platoons (is that the right word? set of 4 squads) strung out across the river bed to the right of hte bridge slowly working their way down. if htey can make it to the woods they are home and dry, but most are about 50% casualties

    edit: one tip, dont use the mortars to take out the AT guns. the range is too far for them to be accurate enough. first time around i wasted all of them on one gun and it didnt hurt it. one round with the 105mm's on medium and it was toast

  6. brilliant idea. similarly i dont know enough to help with those 2 points but i would love to help out with content. i know its not what you asked but i thought you would like to know its going to get at least some support if you get it sorted :D

  7. i cant do this second mission. i cant see any way of crossing the bridge. i have my mortars knocking out AT guns, artillery raining down on the sandbags (to little or no effect i might add), tanks and machine-guns trying to pin down anyone who sticks their head up and my squads are just getting gunned down or mortared with no cover. anyone that tries to cross the bridge is a huge target to infantry and ive already lost 1 tank to mines so i cant just roll up in them. any tips? thanks

  8. I wonder if this behavior has something to do with the way vehicles are treated when knocked out? The way the game works, KO'd vehicles are basically "ghosts" that can be shot through with no effects. This was done to address problems with the TacAI firing round after round into a dead vehicle, trying to hit a live vehicle behind it. To fix the problem, BFC made dead vehicles so that AFVs can shoot through them as though they aren't there. This is why we see, for example, the Panther in Barkmann's Corner shooting through three dead Shermans and killing the live one behind them. I get the feeling that perhaps this behavior is having unintended consequences in these situations as well:

    The AP round hits vehicle #1 and kills it.

    Vehicle #1 is now dead, so the game treats it as though it's not even there.

    The AP round continues out the back of the vehicle, not impacting anything on its way out.

    The AP round hits vehicle #2.

    If vehicle #2 is immediately KO'd, then the whole thing starts over and the round continues out the back of the 2nd vehicle.

    If any of the vehicles in the sequence aren't immediately KO'd (just crew casualties or whatever), then the round may be contained inside that vehicle since the game is not treating it as a dead "ghost" vehicle.

    No idea if this is actually what's happening, but it seems like a plausible possibility. At the very least, it seems as though explosive AP rounds are being treated like solid, kinetic energy rounds. There doesn't seem to be any fragmenting once a round hits an object. Even if the "invisible" dead vehicle behavior isn't what's causing this problem, it should probably be changed anyway.

    yeah thats what i thought. i already brought it up, sorry :P

  9. i want to move my squads through a wood i know has enemy troops in. i want them to move to contact and stop. what movement order do i use? i tried hunt, but they moved like 5 seconds and hit the ground for no aparent reason. a nearby mortar or MG burst i think, but it wasnt directed at them. do i just have to move them up 1 square at a time? it would be nice to have an advance order similar to hunt, but where they move untill they can see something, instead of stopping in the open with no cover and no idea whos shooting them.

  10. Well, yeah, but with the exceptions of really heavy construction like thick stone and rebar concrete, large caliber AP rounds go through most building materials like they're barely there. Even the relatively thin 29mm RHA plate on an M5A1 Stuart side provides far more resistance to a projectile than the wall of your typical modestly constructed cottage.

    yeah but to me 'cottage in Normandy' sets an image of large thick stone walls. if it went through 5 of those.... wow

  11. i had this happen when a sherman took out two tank destroyers but they where literaly right next to each other so it was fair enough. it works because they made it so that rounds pass through dead tanks to stop you hiding behind a dead tank and letting the AI waste its ammo. as soon as the first round killed the first tank it became 'see-through' for the round and it carried on going. they could make it so that it dosnt happen, but that may cause problems when it dosnt kill the tank. there are some quite fun ricochets that might have to go to make it work

  12. I kinda agree, a bit. Not that it's too hard as such, but that it's Realy daunting to begin with. I meen I load up a map and see a few us troops and a jeep and think 'how on earth am I going to take that city?'. I think when you start the shear amount of stuff is just overwhelming.

    It helps for me to break down maps into sections. If it's a map I can divide up, easy. If I can't, hard. I also play as defender alot because I cant advance well. I played cmx1 alot and did ok. I have a good few wins in this game. But I see some maps and think 'what can I do with that?' and quit.

  13. Germans did not have their own .50's so if your Shermans are being hit (say in the rear engine louvres, the only place a .50 might conceivably penetrate,) it would be by friendly fire.

    Most likely culprits are Shrecks and Fausts IMO.

    ok cool. all they have are infantry, HMG and shar shooters but these things are blowing up like there is no tomorow. must be that. thanks

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