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pnzrldr last won the day on January 18 2015

pnzrldr had the most liked content!

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About pnzrldr

  • Rank
    CMMG/RT/BS Beta Tester
  • Birthday 08/04/1968

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  • Gender
  • Location:
    Yorktown, VA - Birthplace of a Nation
  • Interests
    Wargaming (obviously), fishing, rugby, poker, reading, chasing the kids, chasing the wife.

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  • Biography
    LTC US Army
  • Location
    Yorktown, VA
  • Interests
    Wargaming (obviously), Rugby, Fishing, Poker
  • Occupation
    Staff puke

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  1. Sure. DCS models a variety of factors not seen in IL2. Take a look at the modeling of wake turbulence for example, https://www.youtube.com/watch?v=82Q3kd4v3bw&t=62s. This impacts formation flight too, as well as the stuff near the ground depicted. Their actual flight modeling is more rigorous, and - according to a few I know who have flown real warbirds, DCS and IL2 - closer to reality. Another point of significance to us gamers - the ground handling for taxi in DCS is also closer. IL2 taxiing is actually harder than IRL. Also, DCS has recently (last 8 weeks?) begun releasing aircraf
  2. So - haven't played CM in literally years, but was beta tester and wrote some of the missions on CMRT and CMBS. However, I am now a die-hard IL2 addict, playing the latest IL-2 Great Battles series (IL2 BoX ie. Battle of X - Stalingrad, Moscow, Kuban, Bodenplatte and the upcoming Normandy). IL2 BoX has some issues, but to say that the visuals are astounding is an understatement. Flight models and damage models are a very close second to DCS for realism. Online multiplayer is superb. With head tracking and HOTAS, it is completely immersive, and I am only awaiting the right VR headset to ta
  3. Army cleaning up for Marine Corps again!  Doing some final adjustments on Anti-landing Actions for you.  Hope your overall experience with Threattec is going well!

    1. Imperial Grunt

      Imperial Grunt

      LOL. Well, somebody has to pick up all that brass laying on the ground after the battle!

      And yeah, my PPT skills fairly blow. I freely admit. Thank you for the final adjustments, hopefuly they are not major dope changes!


  4. Actual true capacity of Bradley in extreme situation = one more. Same answer as 'how many Afghans can you fit in that Bongo van?'
  5. For all those feeling sorry for Bil, please rest assured he is taking out all the angst he worked up here in the game he is playing against me.
  6. Bil, I figured you would regret not buying any artillery. Now I know I was right. Hell, it would have at least covered your withdrawal. Barring that, if you run far enough, fast enough, that JT will run out of gas before you do!
  7. Folks, Stephen was a good friend and helped bring me into the CM crowd. Though he lived half a world away, we chatted often and shared quite a bit. I miss him. The following piece is from his family: Stephen Hilla (deceased) With a lifetime background in Business and Security – Stephens other interests included working with bands, grid iron, computers, aviation, military history and tactics – Stephen could be a formidable opponent in many tactical strategy games whether they were played on a board or a computer and he was always ready to be a part of any interesting discussion, tale
  8. Bil - My primary comment is echoed above by Bulletpoint - this type of system could be effectively hard-coded into the game (with significant effort no doubt) to create a realism level above those currently offered. As such, I view it as an 'alpha' build that could form the basis for an add-on system, but until/unless you/we convince Steve and Co. to pursue it, I doubt it will gain much traction. In assessing its marketability, it would make a substantial upgrade for tactical grognards, but might only appeal to them - I don't have a marketing assessment of the overall audience, so cannot
  9. I will put a note in the developer's 'to do' box to address this problem. Quite likely that ENG generated 'damage' from blast is not recognized as 'damage/destruction' for VPs. No guarantee, but possible it gets addressed in a patch. Suspect you've found an issue common across CM, but won't know w/o further test.
  10. If there are any on the forum from this storied outfit, please shoot me a PM. IG invited me and other Betas to help develop a post-release campaign to highlight your unit, and would appreciate any first-hand experience and insight. Not an invite to participate in development (yet), but would like to at least open dialogue. No, lotsa love for you All American folks, but this is specifically a request to make contact with the Vicenza crowd. PM me and/or Imperial Grunt. Thanks. To all non-173d types, expect a new campaign on the repository as fast as we can get it done. Hopefully this
  11. Beaten? What is that? Oh, you mean like when you play UKR BMP-2s against Bil's BMP-3s and T90s! Oh, no I haven't seen any of that against the AI!
  12. H2H or otherwise, I move INF over long distances using a jog/walk or 'quick'/'move' combination. Trick is picking the correct distances. Move paths look like candy stripes, but it gets them there fairly rapidly, frequently without being below 'ready' upon arrival. Not sure if this is my real world preference bleeding over into the game or not, but it seems to work.
  13. Nah, just found out it didn't make the release. I am working w/ Bil to modify each side a tad. Then have to cut up the AI somewhat. Map is the same. Probably take a little bit though. Will keep you posted.
  14. Whereas I tried to suppress them w/ 30mm fire and burned through a good 150 rounds to get the job done. Mortars would have been a much better solution!
  15. *** Spoilers *** Didn't get to this during Beta, but just played it through as RUS and liked it a lot. Restarted after misunderstanding a note in the briefing so I had a little intel, but played honest otherwise. My only gripe is that I strongly dislike small maps that have usable/critical terrain right on the boundary. The road on the left (from RUS perspective) is a critical avenue of approach, but the attacking Russian player has no concern for his security to the left side of it as that is all off map! Introduces an artificiality that is just never there in real life, esp. in urban
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