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Archijerej

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  1. Yes, that would be very helpful. I'm currently reading a training collection of combat examples for a German infantry squad and it was quite common for the bulk of the squad to remain in full cover, while the leader was observing and aquiring targets. Me neither :D. I know enough German military terminology though to be able to understand most of what's going on.
  2. Hello everyone! I’ve recently watched a video of SLIM's tactical series for CM (which I highly recommend to everyone) and it confirmed some of the issues I’ve had with the German squad organization in the game. Basically, the current system does not provide the same flexibility that American and British squads have and does not allow a player to employ some of the historical techniques used by the German squad in battle. So, instead of just bitching about it, I’ve decided to put forward some suggestions and reasoning behind them. What I would like to see is three team slots within the German squad that would allow it to be split as follows: 1) Team 1: - The Squad Leader - Two riflemen that are used as scout team (Kar98k) Such a team would allow the leader to travel ahead of his squad with the scouts (of course, the ability to create a 2-man scout team would be retained) as demonstrated in the following training film: https://www.youtube.com/watch?v=5st9WmXMm7M This option would be useful for American squad as well (British player can do this already). Squad leader should not be tied to one spot and should be able to act more independently. Remember that he has glasses! 2) Team 2: - Rifle grenadier - Two riflemen (those who may be armed with semi-automatic rifles) 3) Team 3: 3-man lmg team, as prescribed by H.Dv. 130/2a Infantry Training Manual. Also can be seen in the linked training film. This would allow more flexibility with base of fire element. Player can use only his lmg team, or he can also add a rifle grenadier using Assault team split command. Here are some further advantages of this system: - It allows an additional team of spotters. As far as I know only teams, not individual soldiers, spot in the game . - It prevents soldiers from bunching up and allows to simulate authentic movement techniques and formations. This is important, since the engine is abstracted in this regard. - It facilitates use of terrain and foxholes. So, let me know what do you think. Are those ideas helpful? Would it be possible to include them in a patch?
  3. I'm pretty sure I did. How should I check this? Yes, that's correct. Wouldn't even know where to start to be honest. Except, maybe, turning off the firewall . Anyway, for now I will try to use the links you provided. Maybe it will help.
  4. Hello I bought the Paradox version and it was working fine. I then updated to 1.10, 1.11, and installed the 1$ patch and it's not working. I see the intro but then it crashes to desktop. I'm running the game on a laptop: Sony, Intel@ Core i5-3210M / 2.50 GHz Intel@ HD Graphics 4000/AMD Redeon HD7670M, 1 GB Windows 8 64bit
  5. This is not what I was trying to say. In fact the cover SHOULD be placed reasonably close to the guns. Depending on circumstances it could be natural cover (like this building 50m from the gun position mentioned in this thread), foxholes or more elaborate shelter like trenches or dugouts. Men staying around the gun under effective artillery/mortar fire (except in extreme emergency) is simply not realistic if there's cover available.
  6. Hello everyone! A couple of points: Gun crews taking cover from enemy fire was a normal practice since the introduction of quick-firing artillery (and even before that). Actually, it was one the main goals of counterbattery fire, since the physical destruction of guns and crews was often not possible. A good reference point is a german breakthrough at Sedan (1940) when french losses in guns and personell were slight and yet their artillery was thoroughly neutralised. This applies to anti-tank gun crews as well. There is nothing "gamey" about that and it has nothing to do with crews "abandoning" their guns. As a matter of fact it's the current system that forces the player to abandon the guns, unless he wants to see his men lying hopelessly in the grass and being ripped apart by enemy shells. Even when the ability to recrew the guns will be introduced, the attacking player has several ways to counter this, all of which are historical and realistic: 1) He can try to disable the guns with direct HE fire, thus making them useless. 2) He can hit the guns with another barrage, if the crew is stubborn (foolish?) and wants to resume firing from the same position (The ability to instantly fire for effect, without spotting rounds, on already registered targets would greatly help here). 3) He can isolate the gun from the crew by direct fire, after the crew took cover. Consider that when the crew is not manning the gun it's fire is neutralised, so I fail to see any "gamey" effect against the attacker. As for the the guns mobility: Smaller AT guns and infantry guns should be moved around the battlefield as they were historically (with proper consideration for terrain, crew fatigue etc.). They were designed specifically to follow closely the infantry and provide support against those targets that couldn't be neutralised by other heavy weapons. Again, nothing "gamey" about that. If someone tries to use them as tanks, he will be quickly punished by skillful opponent.
  7. I'm looking for an American opponent in Busting the Bocage scenario. Best regards Pawel
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