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Jarink

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Everything posted by Jarink

  1. #2 TRPs will not be available in every battle. It's up to the scenario/campaign designer if you get them or not. In Quick Battles, they must be purchased (under the Fortifications category), but will not be available in certain battle types such as "Meeting Engagements".
  2. My guess would be the command and control benefits you get with a formation as opposed to a bunch of individual tanks.
  3. I wonder what the folks in the cars around the 2:00 mark were thinking??
  4. Right now, I'd settle for being able to see the default composition of units in the QM purchase screen. Just who is in that German "Breach Team", anyway?
  5. Woo hoo! I'm curious about how it's been fixed, but I can wait for the patch if the fix is hush-hush.
  6. I kinda like the name "Combat Mission: Monty(zuma)'s Revenge" If the next module is indeed going to be the "other half" of the Normandy battles, here's some content I would like to see: Captured French tanks for the Germans Flame weapons "Funnies", especially working flail tanks Horse-drawn wagons and arty for the Germans Horses and cows (including dead ones) as map flavor objects. Crashed gliders as map flavor objects Burnable terrain (buildings, trees, etc.)
  7. Here's my suggestion on how this could be implemented in-game. An Arty mission is called in as normal and goes to FFE. After it completes or is cancelled, a "REPEAT last fire mission" button appears for that battery/gun/mortar below the other mission types (point, area, linear) If the unit is on-board and performs any other orders (move, fire, face, etc.), comes under any level of suppression or loses C2, the REPEAT button goes away. Otherwise, the REPEAT button remains active for X number of turns (amount X depending on the level of support; for example Battalion 81mm mortars might be able to REPEAT for 9-10 turns while Corps 155mm Howitzers only can REPEAT for 5 turns) The X number could appear on the button to help the player remember how long this command is available? If calling a REPEAT, the FO does not have to have LOS to the target; it fires with the same accuracy as the previous mission. If the REPEAT button is selected, all of the mission parameters (type, duration, number of tubes, etc.) from that unit's previous mission are re-used and cannot be modified until the mission is in FFE. (this should reduce the potential "gamey" use of quick missions to register a target then blanket it with an emergency barrage later in the game.) If adjustments are called in, normal spotting rules (including LOS and any delays) are back in effect. If the REPEAT button is selected, the mission parameters are displayed along with the normal target indicators. If the REPEAT button is clicked but the fire mission not confirmed, then it's just like any other arty request that isn't confirmed and nothing happens. Once the REPEAT mission is in FFE, it's treated like a normal fire mission and can be cancelled, adjusted or REPEATed.
  8. I've noticed this many times when a spotter has limited LOS to the area surrounding the spot where he wants a strike to land. The spotting rounds come in, land out of LOS and then, even though they have not landed on target, the FFE gets called in like a normal arty support mission and ends up landing somewhere else. Is this really historically accurate? Would it not be more realistic for it to simply take more time (and ammo) until the spotter sees the rounds actually hitting on target before he calls for the full strike? Otherwise, it would seem a waste of ammo and potential hazard to friendly troops.
  9. I find myself constantly wishing we could REPEAT as in real life. For people thinking it's 'gamey', my reply is to reiterate real life. Instead of an instantaneous continuation, a one or two minute delay (or more, depending on the command level of the arty asset) might be a good, realistic compromise. I would also say you should only be able to REPEAT a fire mission within a minute or two of the original one ending.
  10. I recently lost 7 casualties in one turn (4 WIA, 3 KIA) to 2 'Schreck rounds that missed a Sherman, went long and landed on an airborne squad. OUCH. :mad:
  11. Were those 1500 rounds already loaded into the 20 round mags that a BAR uses? I'm guessing not. Therefore, once they've blown through their normal load (which for a BAR was about 260 rds - the ammo belts BAR gunners wore carried 12 mags), the rate of fire should drop to represent the time needed to reload all those mags. I'm actually kind of kidding...
  12. I think you're operating under the mistaken premise that most "immobilizations" are due to a broken track. Even if they were, you're also assuming that it's a small enough portion of track that the crew has enough spare links to repair it. And they aren't knee deep in mud. (Been there, done that, don't care to do it again.) I, myself, don't see it as something that's broken enough to warrant a lot of attention. Maybe later on if the devs have nothing else better to do.
  13. I would think flares (parachute or no) would be fairly straightforward to code and not any more of a strain on CPUs than the light from fires (tanks, houses, etc.), which are already in the game.
  14. As an old electronic warfare troop, me too! Only a dozen or so nets to find, copy, DF and jam? Woo Hoo!
  15. After playing a few (usually small or tiny) QBs, I'd like the ability to purchase units at the Company level instead of having to buy a Battalion and delete 75% of the units in it.
  16. OK, I had to redo the Red pics anyhow due to a mis-numbering issue. The numbers have to be consecutive to the originals and I had the reds starting at 11 (like the US) instead of 9. I submitted a 1.1 version last night, but it hasn't show up yet. Here's some examples of what's in the pack
  17. The reason the Assault command doesn't work is because each team in the squad takes turns "Quick"-ing to the waypoint. Back in the CMBO days, teams were more likely thank squads to fail morale checks, but I don't know if or how much that's true of CMBN.
  18. Another weak spot was the bottom of the gun mantlet in the earlier (pre-G) models. The rounded face was found to potentially allow shot to be deflected downward into the thin armor roof above the driver and bow gunner. Happily for US tank crew, that weak spot was pretty much center mass! Thus the G got the "chin" on the mantlet.
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