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delliejonut

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Posts posted by delliejonut

  1. Yeah womble, they were crack American engineers with +1 leadership and morale IIRC. It was during the infantry only demo mission for black sea, can't recall the name. I believe I gave them a fast order across the street. They might have tired and changed it to quick though. I agree about the overwatch, that's what they were there for. What I found really interesting is the way the ambushed team moved in 1-2 meter bounds, firing on the seen contact at every pause. They were only about 10 meters away from the contact. Of course this is normal behavior for crack troops with a quick order, but it was interesting nonetheless.

     

    That's what I'm guessing too breeze. It was just funny to see the TacAI really do EXACTLY the right thing for the situation :P earlier in the same mission I lost two men because rather than go in the back door they were next to, a fireteam decided to go 30 meters around a block of houses, into the street, to get to the front door.

     

    I should have taken video. The response looked textbook to me. It would be neat to improve the TacAI to the point where it did things like that on purpose.

  2. I was playing a demo mission from Black Sea and ran into an interesting situation. I ordered a fireteam to cross a street and enter a building, but they were ambushed halfway across. The enemy fire came from a building directly next door to the one they were to enter, and two men died. A fireteam on overwatch immediately began suppressing the building. Then the two survivors ignored my move order and assaulted into the enemy held building, killing the occupants. 

     

    Now, was this just a coincidence? I'm pretty sure since Vietnam SOP for responding to an enemy ambush is to suppress and assault in that manner, but did the TacAI just get lucky? Is that type of behavior coded in for well trained western units?

  3. I'm not commenting on BFC's marketing policy, but you do know that the CW expansion has more than just CW forces in it, don't you? It has wider SS and Luftwaffe formations as well. Not all the German gear available in Normandy is available to them without CW. It might even be that JgdPzV isn't available in June-August without CW; I can't confirm that, since I'm not going to go through an install process on your behalf, which would be necessary since I have all three modules and there are no "came with CW" identifiers (which would be useful for setting up games between players with different combinations of modules, though BFC seem to sidestepping that necessity by planning to make it possible to play against stuff from modules you don't have, if your opponent does).

     

    Actually, if you go into the force purchase screen and press space, you can see exactly which module all units come from. It's nifty. Also the manuals list what vehicles and formations are native to the module.

  4. Very good.  This will make a nice starting point to develop my own SOP for using mortars (successfully) in the direct fire role.  I'm sure I have been missing out on some tactical opportunities by my reluctance to use (and in my case lose) mortars in the direct fire role.  Do you have any general guidelines (rules of thumb) for deciding when to use mortars in the direct fire role instead of with a spotter?  Also are there any additional advantages to using direct fired mortars over indirect besides not tying up a HQ with spotting and (I think) the direct fire will FFE sooner since the middle man (HQ spotter) is not in the mix?       

     

    IMHO, mortars in a direct fire mode have two distinct (and potentially huge) advantages.

     

    1)  As you already stated, Directed Fire mortars fire much more quickly. They are also much more accurate than a point fire mission with a spotter. They are much closer to the target than off map mortars and there is less dispersion of rounds. (I don't know if there's any difference in accuracy for DF or spotted missions for the same on map mortar team)

     

    2)  DF mortars have a LOS advantage over all infantry units. You can test this yourself if you like- Put a rifle fireteam and a deployed mortar team next to each other facing a reverse slope. When you try to area fire with the fireteam you'll get the usual REVERSE SLOPE message, and if it slopes enough, NO LOS. However, the mortar team can direct fire onto the reverse slope, and even into areas where the fireteam has no LOS. 

  5. This isn't an in-game tip, but I find it helps me a lot. 

     

    I like to take a screenshot of the entire map from a top down perspective, then open it in paint and start drawing out a battle plan. I mark key terrain, masked avenues of approach, and overwatch points for both my side and the enemies. It doesn't have to be fancy or all that coherent, as long as you know what it means. Here's mine from a PBEM I'm playing now.

     

     JjVxVcV.jpg

     

    I've used pink for my forces, blue for his. This is from before the battle actually started, so the blue is just speculation. However, because I took a look at everything carefully, my predictions were spot on. As a battle goes on I'll update the map with enemy sound and visual contacts, ect. 

     

    The important part is identifying lines of sight, movement paths and overwatch positions. 

  6. You guys are awesome. Sometimes people who don't code (like myself) don't realize how much work it is. My roommate programs/web designs for a living, and he vents to me about the ignorance of non programmers. At his job there's a lot of "this isn't done, why isn't it perfect yet/ OMG I don't know how to use this you broke it/ you sent me an email what's that" type stuff. So in honor of the brave programmers everywhere who must deal with the masses-

    c8a0dc386850012a616f7ef70ecf707d.jpg

     

    I salute you 

  7. Yeah don't feel bad about bringing it up. Anything brought up around here typically gets pounced upon by senior members, but as the years go by many features have been added to the game as the team get to them. I think Quintus hit it nicely:

     

    "I prefer to think of it from my own perspective as a customer.  It's a feature I'd like to see."

     

    Exactly!

    Los

     

    I'm aware of the aggressive attitudes that crop up occasionally. I also understand it stems from the frustration of repeating themselves over and over to whoever pops their head in the door. But as frustrating as it is for members who have already taken part in the discussion, it stands to reason that if it keeps coming up, it's valid. My first post (after having been a customer and fan for a long time) was about Steam integration. It was if I had personally insulted some of the members. Now I know not to do that again.

  8. Overall I think this is shocking and I am surprised more has not been said about it.

     

    I guess maybe the number of people still playing the older campaigns are not that many and so not seen as an issue?

     

    It is shame that people put time into playing a campaign and then find it is broken especially the larger ones...

     

    Imagine not having the 6pdrs to stave of the Tigers in a certain campaign... I remember that moment and the sheer joy of winning the scenario... Lost to other players?

     

    Definitely lost to me. I was playing through The SC for the first time when this happened. It really bums me out. I consider Paper Tiger to be the best overall campaign designer for CMBN, having played through his other official campaigns several times before. It's like buying a gallon of chocolate ice cream only to get home and realize it's sherbert... or something... I don't really like sherbert :P

  9. There really isn't a sure way of figuring out the difference between bocage and hedgerows. Under bocage the terrain bulges upwards slightly- that's your only real visual clue.

    Infantry can walk through very low hedgerows, or through gaps in bigger hedges and bocage. With tanks you have to guess whether they can roll over it or not. As far as walls, it's good to remember wheeled vehicles can't drive over low ones, but tracked vehicles can.

  10. One thing you do whenever you have squads doing bounding over watch movement is check and adjust their way points and pauses after each turn. Small discrepancies creep in overtime and it pays to check on them and adjust pauses and movement orders as you add more to cover the desired ground.

     

    That's some excellent advice. Bounding over watch is one the most important "micro" skills to have, and one of the hardest to intuitively grasp. It would be nice to have some general guidelines on it, like how long a team of X size takes to cross a number of action squares and get settled.

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