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Hilts

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Posts posted by Hilts

  1. 16 hours ago, MikeyD said:

    I have never found buildings - especially smaller buildings - to be a particularly good places to position troops. Once the bullets start piercing the walls you need your troops to be elite fanatics to be willing to stay and die. I recall years ago suggesting to someone that the best use of building is to position you men behind them, not in them. Perhaps shoot-and-hide, or shoot-and-scoot. But not stay in the building fighting after you've been discovered and targeted.

    I'm not sure the battle of Stalingrad would have lasted quite as long if troops had positioned themselves behind buildings rather than in them....

  2. On 18/04/2017 at 1:47 PM, Ts4EVER said:

    Hi,

    I've recently started a video aar series of this scenario.

     

    Nicely shot videos. Much better to just watch the action rather than a lot of laborious movement plotting. I'll check out your other stuff. What terrain mod were you using?

  3. 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.

  4. On ‎09‎/‎03‎/‎2017 at 8:49 PM, slysniper said:

    Just pointing it out, in real life I would drive a tank between the trees as I moved through the woods, in the game. I try moving the tank right to the center of a tree at times. every time it occurs, I just think of how opposite that is to how it should be.

    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. 14 minutes ago, MOS:96B2P said:

     

    I downloaded CMFB Faces and they are an improvement.  However based on the below link I'm not sure this is a final version.  @Jace11 has not been on the forum for awhile so I'm not sure he will be around to comment on the status.     

    Vanilla

    CMFB%20Vanilla%20Faces_zpshte17uti.jpg

    Dirty

    CMFB%20Dirty%20Faces_zpsmnqobks4.jpg

    I haven't seen any other version so I presume it is the latest.... Those jackets look good. Is that a mod?

  9. On ‎05‎/‎11‎/‎2016 at 9:13 PM, Baneman said:

    That's what I did, but I hadn't moved them before giving the necessary orders.

    See, this is why testing is so tricky - you have to be soooo specific. I'll have another go moving the HT's first.

    Edit : ok, tres weird, you are correct, if the HT's move first, oddness ensues. :blink:

    I'll have to do some testing outside the campaign to nail down the specifics.

    Anyone know if this got fixed in 4.0?

  10. 32 minutes ago, axxe said:

    Yes, this is also my initial reaction - I don't want hints!  But anyone who's played certain maps before will have this info without using the editor, and it can't help but affect their battle plan. So it seems for more fair if both sides "cheat"...

    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.

  11. 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.

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