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Posts posted by delliejonut
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On 5/15/2017 at 7:47 PM, Bil Hardenberger said:
Not sure if I will get back to that BLOG anytime soon, maybe someday, but no promises.
Cheers
2 hours ago, Gnaeus said:I'm sure there are a lot of lurkers like me that greatly appreciate Bil's contributions over the years. I recently reread some of his AAR's and his blog, and replayed the training exercises from the blog. I'd pay for a training pack by Bil.
@Bil Hardenberger , second these sentiments. Reading your blog is a major (read: HUGE) part of the reason why I was able to become ladder champion over at FGM the year before. My playstyle was haphazard at best, then I read your strategies and methodology. I applied them to Paper Tiger's scenarios and learned a lot of lessons about real life tactics and their in game application. I have a much deeper appreciation for every PBEM now, win or lose. Thanks for your hard work!
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@Bil Hardenberger , second these sentiments. Reading your blog is a major (read: HUGE) part of the reason why I was able to become ladder champion over at FGM the year before. My playstyle was haphazard at best, then I read your strategies and methodology. I applied them to Paper Tiger's scenarios and learned a lot of lessons about real life tactics and their in game application. I have a much deeper appreciation for every PBEM now, win or lose. Thanks for your hard work!
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I don't have a problem with the tiring effect, but to me it only makes sense if they're crawling through woods or brush (which in reality is extremely taxing and frustrating, coming from someone who has gone hunting on occasion in Alabama) or if they're crawling pretty quickly. With all their gear I'm sure a quick crawl would be that tiring, and distances are always further on the ground than they seem from the camera. At the moment though, it's more of a slow sneaky crawl, and that's easy to keep up for a more extended period than seen in game.
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Just out of curiosity, has there ever been talk of increasing the crawl speed for infantry? It seems like when they are in open flat terrain they could hustle a little faster. Not a huge increase, just 15 or 20 percent. I think the current speed is completely appropriate when there is brush or other low encumbrances.
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11 hours ago, George MC said:
Errmm that was not Bill that made these - it was myself and Charlie Meconis
See link in my sig...
I've never heard of them! I'll go ahead and check it out now.
2 hours ago, IICptMillerII said:It does seem like he has been dormant for a while now. I have no idea why, or if we can expect anything new anytime soon unfortunately. Still though, it is a good resource as is.
Another good resource is the Armchair General youtube videos:
I've found that even though I've watched them through a few times now, it is still worthwhile to go back and rewatch them as a kind of refresher course. They do such a good job of covering the basics, and theyre also just fun to watch, in my opinion.
Finally, there are these videos made by Slim on the forums here:
Its an ongoing project of his, but there is already a ton of great info in the episodes hes released. Again another great resource.
None of these resources cover exactly how to conduct a mounted assault, but they all cover tactical basics that when applied to any situation, should produce results. And as I said, if you've already seen all of these, they are still worth rewatching.
I've never seen SLIM's tactics videos, I'll look now.
I can safely say though I would be really stoked if Bil continued updating the battledrill blogspot. It has been the single most useful resource on tactics I've found. I referenced it a lot during a DAR vs meatgrinder, and it's one of the few games I won against him (who himself beat Bil in a DAR on this forum).
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12 hours ago, IICptMillerII said:
Check out http://battledrill.blogspot.com/
Its a blog written by one of the members of the forums who also helped with some 3D animation work for some of the CM games. Its real world tactics applied to CM and how to do it. Very useful resource.
I've read through all of those topics several times. It seems like he hasn't updated it in quite some time though. Is there anything new to check out? Bil is quite the intelligent analyst and tactician.
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1 hour ago, John Kettler said:
delliejonut,
Happy to assist! This is the official take on the matter. YMMV in applying this to the game.
FM 17-42 ARMORED INFANTRY BATTALION
War Department
November 1944
http://www.easy39th.com/files/FM_17-42_Armored_Infantry_Battalion_1944.pdf
Regards,
John Kettler
Just skimmed through the first few pages and it looks like exactly what I needed. Thank you!
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I've never been very good at assaulting with mounted troops in game, especially with the Americans. Anybody got any links to share?
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Was wondering if there is some way to look up the specifics on infantry formations without having to load each one into the scenario editor and make notes.
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Stop sburke, you're too titillating with your tactical talk we should play a PBEM in a city so I can be on the receiving end of your strategy, if you're so inclined to multiplayer.
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I'm not talking about tac ai. I'm talking about a two waypoint move command like this-
http://i.imgur.com/nacqKBs.png
Instead of the whole chain of commands being cancelled when fired upon, only the hunt command is cancelled, meaning they book it back to the fast waypoint. The pause is there to keep them from moving if they arrive unmolested. This could be done with a slow command as well as fast, or anything in between. I guess it would be called something besides hunt though.
The main reason I thought of this is because I was trying to sneak around buildings before enemy contact. If you drop to the street and stop without cover, you're dead. At least this way my boys could run back behind the building if they get shot at.
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Well the idea is that you can decide whether or not to include a withdrawal//alternate when under fire. You are right about different levels of fire though, there's no way to distinguish between potshots and heavy mg fire.
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I was just maneuvering my pixeltruppen around with hunt commands, and it occurred to me it would be a neat idea to be able to set a fallback position in case they take fire. In example, I set a hunt waypoint forward and a fast/slow waypoint back to safety, and if they take fire they book it back to the safe waypoint instead of stopping altogether. Maybe this could be acheived by cancelling just the hunt command instead of the whole chain? Who knows I'm sure it's one of those things that's already been discussed but it just occurred to me.
EDIT: To make sure they don't immediately run back after reaching their waypoint unmolested you could just put a pause on the hunt command.
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You most definitely cannot buddy aid enemy soldiers. At least in CMBN.
Well, I tried uploading the pic but the site's telling me I can only upload 500 and some-odd kbs. Even though the pic is 470.
Anywho, I killed a squad and platoon HQ of Grenadiers and then ordered my American GIs to target the ground until they had zero ammo left. Then I ran them over to the dead Germans. Nothing happened.
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You can loot enemies???
Off to test
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Foot mobiles have always paused when hunting (and only hunting) to keep from getting too tired. When they enter the tired state while hunting, they'll give themselves 90 seconds to rest.
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Here, got some new pics from the DAR using the new war mode you recommended.
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Thanks for the new upload BarbariCo, you were right about everything. I'll be trying the new mod now.
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Thanks.
War movie blur shader work even without Alt-R (shaders ON - but that's only for bump mapping shaders which are also edited in War movie ADVANCED shaders) - strange . But recomended is to have Alt-W (shadows ON) and Alt-R (shaders ON). Thanks
Turns out I can turn Alt-R on when I'm using the WMA shaders. I'm using the CMFI version with Rambler's trees and bocage and Bil's gridded ground mod.
Here's some pics from an DAR I'm making. The shaders are really the icing on the cake.
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Great stuff, but a quick question. I have one of the graphics cards that makes the shaders turn everything a bright green color. Can I still use these?
Also, your troubleshooting guide made me lol-
"If it doesn't work, delete it"
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weapon, every map has a specific allied deployment and axis deployment, blue and red. If you want the axis to attack their deploy zone has to be red and vice versa.
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I forgot to check in for a while but this was a great fight, just read through the whole DAR. I never thought to split German squads with the assault command. You did a great job executing your plan SLIM.
Btw I looked up crossing a linear danger area and I'm still a little fuzzy on some details. How does that battle drill apply to CMBN?
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I would love to have a hotkey to select previous/next waypoints in a path similar to how + - select teams. Sometimes you have to assault across open terrain with a lot of small teams, making a 10-15 second pause every few action squares. With multiple companies of infantry a single turn can take up to 30 minutes.
Also, a "repeat last orders" command, when your infantry cancels their orders under fire and you have to redo the whole thing
Also, I've wanted more customizable ROE, similar to TacOps.
Request for reading on the SOP of a mechanized infantry assault/attack
in Combat Mission Final Blitzkrieg
Posted · Edited by delliejonut
Sweet. Thanks for making the playlist. Having nearly wrapped up my current mechanized assault I noticed several errors I made. First and foremost was knowing when to unbutton and/or dismount! It almost like a man-sized target several feet in the air is an easy target to hit :P. Once your first or second gunner gets killed, your halftrack driver panics and sends everyone riding along into a nervous state for the rest of the battle, which usually spreads to the rest of the platoon. This sucks. When not transporting, it worked better to keep them buttoned until maneuvered into a good firing position, with a target selected or in view.
So I learned a few things. As I was attacking over flat ground, I realize I should should have used my halftracks as transports first and have the tanks provide supporting fire until they reached their disembark point, then break off scout teams as needed to man the halftrack mgs and use them for suppression. Then again, AT guns are pretty scary. So I could be missing something completely, I still don't feel super confident about using mechanized forces. Looking forward to your video.