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Sulman

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Everything posted by Sulman

  1. CMRT would not start from the Launchpad for me, but it would run if I navigated to it in Finder and used the right-click > open method. Weird.
  2. I returned to Red Thunder having never really given it a fair shake (I don't have F&R but will soon) and resolved to try and grind through the Soviet campaign. I struggle with the Micro at Bn scale but have got used to it now, and I enjoy trying to apply lessons from @Bil Hardenberger's great blog. Honestly I am struggling a bit. The issues with Hammer's Flank are well known (there's at least one huge thread) and It is what it is, but I'm able to get some successes but still can't quite work the Soviet infantry properly. Specifically, I've got competent at scouting but on the third map It's extremely difficult to achieve fire superiority. Time and again I try and set up a base of fire and a defending MG squad overwhelms them with relative ease. The 2 81mm mortars I have for battalion support take 10 minutes for a fire mission and aren't particularly effective as keeping the spotter alive that long is a challenge. The map is wide flat with hedgerows and cottages for cover. There is a slightly elevated railway line towards the back but I am not there yet... The fundamental issue is a base of fire from concealment (hedgerow or treeline) is vulnerable Usually I'd bring up an assault gun but the map is laced with AT guns and they simply can't maneuver into firing positions. Plus the SU76 is probably the most brittle thing out there. I'd picked an approach using the nearest edge of the town, which went okay but as soon as I find a dug in position (just beyond, right on the railway line) the I struggle to get effective fire on it. Then of course the arty comes in, exacerbating things. I cant bring up an SU76 because it'll get popped by an AT asset (there's a big AT gun under the 'Depot' label, plus some others off to the right). The one mortar strike I managed did nothing, and if I position supporting fire troops in the hedge rows they get wasted after a turn or two. Anything inside of 200yds vs an MG42 team needs very good cover. It's really, really hard to pull it off with just infantry. Any tactical pointers are appreciated. I'm thinking I need to use the hard cover of the houses more. I'll try that, but there's a whole company on this flank and bringing them all to bear is difficult.
  3. Like XCOM, you learn that a lot of these things are just a case of ending up on the wrong side of the numbers. Most of the time, spotting works exactly how you'd expect. Other times, it will drive you absolutely crazy. The T-90 is a great tank when you play against similar equipment, it's top-of-the-line, but you soon realise the FCS is nowhere near as good as the Abrams. The commander does has a habit of missing seemingly straightforward spots. Just keep playing and accept that on this occasion the CM2 Gods did not smile upon you.
  4. I understand that, but the TacAI typically plays a role in trying to evaluate and respond to things. The Bren carrier seemed to be treated like it was harmless, when it was in fact killing everyone.
  5. For sure. It's generally a very capably MBT, but CMBS gave me new respect for the T72-B variants and their ability to resist APFSDS. Somebody here (can't find it now...) said the Oplot does not have the best penetrator available.
  6. Haha, yeah. That was a lot of lockdown play ago. I don't know if I'd do much better now, it's just a tough scenario. The difficulty on that campaign (it isn't long at all) really see-saws. Overally a lot of fun though.
  7. They're not like halftracks, not in CM. They can only be harmed by grenades or AT weapons. I don't know whether this is accurate but that's how it is. If memory serves from Graviteam Tactics I think 7.92 ball ammunition could get through the carrier's plate if close enough, but that doesn't appear to be the case in CM2. It doesn't take much hardened armour to stop rifle rounds. I have had a carrier wipe out an entire SS platoon it caught crossing a field at a range of about 100yds. The AI didn't seem to know what to do so kept advancing. That thing killed them all over about three turns. All of that seemed feasible but I did question the possibility of engaging a position in a building on the higher floors. That should give the defenders a slant advantage into the carrier's crew, but apparently did not. But ultimately they're much tougher than half tracks, which can be disrupted by a stiff breeze.
  8. I think it is TacAI awareness that the unit cannot be harmed by rifle/MG fire. Rifle Grenades and hand grenades are a different story. What does surprise me is how well the vehicle occupants are protected from small arms fire. even elevated positions don't seem to bother it much.
  9. Not only are they bulletproof up to rifle calibre, enemy infantry won't even open fire on them until the occupants dismount.
  10. It's nothing to do with my point, though. That's about the tool's efficacy, this is about the effect of mild cover on the spotting algorithm.
  11. There is one mission in particular where the Bren carrier is absolutely essential. The ability to fight German HMG positions with little risk is decisive. They're great in a supporting fires role. The defensive scenarios are an education. They're not bad. BTW as I'm sure you've discovered, using the mortar section and the Bren section together works well. They are good smoke throwers too, and always seem to have favourable LOS.
  12. Haha, be forewarned, the 'Easy' missions are not that easy. I played mission 2 both at Veteran and Green, and the only difference I could see was the German Armour (Stug III vs jagdpanzer) and that was about it. It played much the same. In terms of AFV bogging, I got lucky. I used slow orders when off road and they fared okay apparently. 1st mission I put a single tank watching the right hand field right after the deployment zone (careful with where you put it as it can be in LOS to the AT gun) and the 2nd I moved into the orchard on the left hand side once I was happy the AT gun was down. Neither bogged. There are mines further up that road and at the intersection near the MG bunker. The tank on the right flank has LOS all the way up to the tall Bocage in front of the 2nd objective. Very useful for putting down the ambush teams that in one plan were placed behind it. The 95mm Churchilll can kill a Jagdpanzer from the front with the HEAT round. At CMBN ranges it's no problem at all for it to get enough accuracy.
  13. Clutter seems to have a significant effect on the spotting algorithm. You don't need much partial concealment to gain a pretty decent bonus against being spotted, at least before spotting the enemy. There's a definite first shot bonus to it. It doesn't take a lot either, for example a small shrub in front of a tank parked in a garden seems to buy that tank a lot of security against being spotted (quickly) from that direction.
  14. The first two are tough. Mission 3 broke for me at the 5 minute mark so can't tell you much about it, but after that they're quite enjoyable. Mission 3 is a defend map, the first of a few in that campaign and that's a nice change you don't get much experience of in CM2 solo play. Quite agree about the Artillery support, it is big annoyance and I mentioned it earlier that PT is so stingy with it is as if he is paying for it himself! This is a wider issue of designers being ahistorical and throwing out doctrine because they're looking for a certain outcome. you may note the Germans have no shortage of it. The time limit on the 2nd mission is outrageous too the worst in the campaign. Although my method in that one was to go right (you can get the tank(s) through the farmyard in the middle of the map) but the objective building is extremely well defended and walled by high bocage. As you say you don't need many defenders - just the right kind - to make them practically impregnable. I used the tank HE a lot (I had both Churchills from the first mission). The scoring is very tough too. I said up-thread that if you are given two objectives you better get both of them or you'll be scored harshly.
  15. I don't know about WW2 but one of the armor field manuals specifically mentions the TC dismounting to check corners at city intersections. There's a couple of scenarios in CMSF2 where this would be very welcome if you don't happen to have any infantry nearby (for whatever reason).
  16. It's probably because it's not 200yds and Chad Krupstahl can't boast to his mates about his unbroken long range 'Schreck record. I'm not bitter.
  17. I think the rehabilitation of Stalin and Marxist/Leninism has been as fascinating as it is depressing. On social media, Nazis are apparently everywhere and communism is fashionable again. I think it is the politicization of schools and colleges, and a culture of not reading anything. I'm a bit of a fan of TIK on YouTube, and he frequently battles revisionism on both sides of the narrative.
  18. Reminds me of that old joke on Garth Marenghi about using slo-mo to hit the required running time... I find these threads interesting and it's a credit to the BFC community they don't become a slugging match on moral relativism, which I see somebody already tried. One has to be very careful judging the past through the lens of the present. Different times. I remember visiting some Polish friends and being astonished at some very off colour jokes about Nazis and Communists, and realising there is a whole ethnic dynamic in these places an outsider does not understand.
  19. It has its frustrating moments. I found the difficulty curve all over the place. Some missions were almost easy, but others seemed impossible. The branching difficulty system is ambitious and well-intentioned but I don't think it really works. I had to repeat the first scenario a few times, and I can safely say the 2nd was no easier at 'green' level. 'Green' is a bit of a misnomer, on one green scenario I still had regular troops but the SS were all veteran. I think it only adjusts time and it definitely affects enemy armour you'll face, but otherwise I didn't see much appreciable difference. I think the flaws are more evident because the quality is generally very high. Great maps, good tactical options (with one exception I noted above) and you get to play with lots of interesting equipment (there's an armored car scenario! It's great!) Give it a try, it's well worth your time.
  20. CM2 throws up lots of realistic unfortunate events. That vehicle you really need will always bog or get knocked out. That squad will suddenly break cover at the worst time. That tank will spot a threat and start trying to reverse all the way to Spain. It's part of the fun. HE seems to win urban battles. The Marines in Hue relied heavily on the recoilless rifle, either on its mule mount or as part of the Ontos vehicle. Well-entrenched HMG positions were usually dealt with this way. The LAW-66 too came into its own as a way to target floors across streets. Then other innovations like portable tear gas launchers helped breach teams (although such a thing did not exist at the time, they formulated as they went along) to get close to buildings. The NVA for their part made ample use of the RPG to varying effect, and of course their ability to entrench in virtually any position, even a lawn or attic.
  21. I actually found a tank and HMG crew were ideal companions for the AT firing position. In defence (as this was) they get overrun very easily, and you need a good HE tank (75mm is perfect) and an MG to keep the crew from breaking while they hook the gun up to the track or whatever mule you've got to pull it.
  22. I reached 'Crescendo of Doom' after a (personally) very disappointed performance in Granville Chateau. Paper Tiger giveth, and Paper Tiger taketh away, and 'Chateau is very much the latter. An under-strength company attack on a defended position, which has cover from an orchard about 300m away. You're given strict instructions not to bother with the Orchard force, but not doing so means you are limited to the worst possible approach to the Chateau. It did not go well. Support? Battalion 80mm Mortars, about 80 rounds total. Just about hopeless dealing with buildings and foxholes. You do get a fighter bomber but it's a bit hit&miss. Usually miss. I really felt a bit short changed by this scenario. There seem to be a few like it. As for crescendo, I feared the absolute worst. A battalion of infantry supported by tanks - briefing said PZIV, which was at least a silver lining. Now, this went a lot better than I expected. My AT guns held up the attack enough for me to wiggle my Churchills into okay firing positions, and the tank attack was stopped dead. The infantry were a formality after that. One troublesome PZIV got three of my tanks and I never got a spot on it. The AT gun had actually immobilised the culprit but the tanks never saw it. Another PZIV also got into my lines and sneaked around, but a Churchill whacked it. To my surprise I got a surrender. I was glad the tanks weren't Panthers, I think it would have been a very different story. The artillery in this mission was much less severe than mission 13 (Nowhere to run). AI Infantry are hopeless at assault (no surprise. Hardest thing in the game...) and you can mow them down pretty easily when they lose their armour support. It does bug me that the other side in this campaign seems to have abundant arty, whereas for the CW forces you'd think PT was paying for it out of his own pocket. One of the big positives of Courage & Fortitude was you usually had stacks of artillery support which offered some flexibility with the tougher missions.
  23. ...Than towing an AT gun to a spot you picked, dismounting and deploying it, and that little 6pdr making a difference for that whole flank. I love the crewed weapon mechanics in CM2. Fabulous.
  24. @chuckdykeIt is the ww2 titles that gave me an understanding of the assault gun. I could not underrstand really what it was for, until I started regularly assaulting buildings with little artillery prep...Having a big HE thrower is very handy. It's a shame you can't open walls with them, like the breaching charges because that would open up many possibilities. Sure, you can blow out an entire wall, but that's not quite what I'd prefer. An infantry-sized hole would be great. The Bradley's 25mm cannon is quite excellent for sweeping floors. Be careful though, it will easily kill your men (ask me how I know...). Make sure there's no AT enemy in the room as a covering Bradley will happily light the room up even with your guys in it. The Russian BMP-3's 30mm autocannon is similarly powerful, and that can handle tanks surprisingly well too. I'm a big fan of the BMP-3. Sure it explodes like a box of dynamite sometimes, but it's a pretty versatile beast.
  25. I find the MG42 on the lafette mount absolutely beastly in CM2. Scenarios often have it sitting 400-500yds on some terrain feature and it can easily control the area it overlooks. It it's behind bocage it can be surprisingly tricky to kill with 60mm M2 fire.
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