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Hilts

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Everything posted by Hilts

  1. I was two thirds of the way through playing a mission from Conrath's Counterattack. I forget which number mission but it's the one where the Germans have to fight their way up a valley and capture the crossroads. I had been blasting away at the American foxholes for what seemed like an eternity with machine gun fire and tank 50mm and 75mm HE. Progress was tough and slow. Within five turns of upgrading to engine 4.0 all the American troops had fled and I was able to just amble up and take the crossroads with hardly any additional casualties. I am also playing through the Road to Nijmegen campaign (where the boot is on the other foot) and have reached the missions where hordes of Germans attack the US paras around the windmill and hotel. For some reason the designer has chosen to make all the paras regular troops and so are constantly fleeing for their lives when confronted by such numbers and fire-power, making the battle hopeless and pointless. It seems to me that suddenly a lot of the fun has been taken out of these battles unless you play with veteran or above. As I tend to play more scenarios/campaigns than quick battles this is very seldom possible.
  2. How the hell am I supposed to buddy aid these guys?
  3. On the road to Nijmegen. Sherman on the left hit a mine and is immobilised. Crew will have to walk like everyone else.
  4. In the game as in real life I would always drive my tank between the trees. Anyone who doesn't should suffer an increased chance of bogging and or immobilisation....
  5. Having played version 4.0 for the last couple of months I have recently fired up a mission in Conrath's Counterattack that I was in the middle of. I have to say that I am missing the less nervous hunt command on infantry and armour too, for that matter. My troops and tanks seem to be stopping during movement at the slightest enemy fire and I also keep looking for the white text at the end of certain movement orders. Enemy troops in foxholes are a lot harder to shift in 3.0 though which I think is a bit more realistic. Because foxholes are so easily spotted I think the guys in them need to be a bit more robust than they are in 4.0 otherwise what's the point of them? Anyway, come on Battlefront, stop messing around and let's be having that upgrade!
  6. I have seen this happen on numerous occasions lately when fighting against the AI and also in FB and RT. It seems more prevalent in V4.0 The problem seems to be when you end the tank's movement with a facing order and an enemy (tank or infantry) appears from another direction. It seems to confuse the tank AI, which doesn't know whether to obey the facing order or attack the threat so it rotates the hull and turret back and forth without firing at anything. It looks ridiculous and needs fixing.
  7. I've got a fully laden 81mm mortar halftrack that got immobilised due to enemy mortar fire. It states that no repairs or refits will be carried out during the campaign so I'm thinking it will be best to exit the mortar team and strip the halftrack of all it's ammo in particular the mortar rounds and 50 cal. What's the most efficient (and least time consuming) way to do this so that the ammo can be successfully re-distributed? I was thinking of pulling a tank up alongside it and having the tank crew take the 50 cal ammo. If they do, does it go into the tanks ammo supply when they remount?
  8. Hey Umlaut, Thanks for all the snowy vehicle mods. Did you not do one for the Stugs in FB or can I use the mod from FI or RT? Cheers!
  9. I haven't seen any other version so I presume it is the latest.... Those jackets look good. Is that a mod?
  10. Aris' weathered faces for CMFB: Download CMFB Faces.zip
  11. No, they don't Erwin. I found a post by Jace who had already done all the donkey work and kindly posted a link. If you want it, it's on page 2 of Fuser's terrain mod post.
  12. Anyone know what needs to be added to the code to make Aris' wounded and dirty faces mod show up in FB?
  13. I just checked it. The mortars all appear to be working fine. Cheers mate.
  14. Anyone know if this got fixed in 4.0?
  15. Well, I suppose that's one way round it but it spoils half the fun. Anyway, I'm not interested in playing a scenario that my opponent has already played. There are hundreds of scenarios out there across the five titles without having to play one twice.
  16. For me, the "Fog of War" is part of the beauty of the game. You can get a fairly good idea where the enemy is from the tactical map. Outside of that I wouldn't dream of looking at the enemy's set up in the editor and I wouldn't be very impressed if I found out he had looked at mine.
  17. Problem is now of course there are two guys sticking their heads up. The TC and the MG man. It will be interesting to see what happens when the tank takes small arms fire.
  18. Has the Stug machine gun behaviour been altered in version 4.0? Before there was always the problem of the machine gunner constantly popping up and getting shot whereas now if you target light with a buttoned up tank nothing happens. It has to be unbuttoned which in WEGO leaves the gunner very exposed for a game turn.....I haven't tested it on any other tanks.
  19. Thanks, good to know in future. In this battle it's a train station so the terrain is more or less flat.
  20. There could be too much debris as I blew the hole through a high wall at the same time. Of course the graphic just shows a great big hole. How do you know if there is too much debris? Yeah, I have a saved game if you want it.
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