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StansDad

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  1. Does anyone know if mods for CMI work in CBMN v2.0? Thanks for looking
  2. Im fairly new to CB Normandy, long time player of CB BB. The game is excellent Im sure these points would have been covered somewhere, but cant seem to see them on foremer posts Some feedback on gameplay encountered 1. King Tiger - moves far too quickly nearly the same speed as a lynx on some terrain, given that it was 12 tons heavier than a Tiger and only had a Panther engine this seems odd The turret traversing is too quick 2. Jagdpanther - Moves far too slowly, even accounting for driver skill, and the vehicle had no damage. Taking 20 minutes to catch up with the mark IVs. It moves quicker in Slow command than it does in Fast command given that the Jagdpanthers in Normandy had the improved drive train with new transmission, even given its added weight due to armour should move at least as fast as Panther of any any variant In this campaign at least the AI seemed to have fixation on immobilizing this vehicle For example, a bailed out allied tank crew armed with a sten and two pistols hitting the wheels could immobilize (the previously undamaged and no previous to combat) vehicle Immobilised by Artillary burst nearby (admittedly high calibre round) though over 100 metres away and a Panther, equally exposed and between the JagdPanther and explosion, remained untouched...curious 3. The game seriously needs a holdfire button, especially as ingame resupply is a gameplay factor, and rightly so. The alternative of giving units a blank arc of fire, is not a feature. It is unrealistic and not in keeping with the pedigree of the Combat mission series so far 4. Tanks and A/T need the fire at armour only commands like in CMBB, I have had instances where a Panther considers a bailed out allied tank crew running away, more of threat than a Sherman 5. Pathfinding - seems hit or miss. One vehicle halftrack in this instance can seem to find its way to a point on the board with just one click on the destination. Seems to be to find its own through the hedges just fine. the vehicle next to it given well placed gently curve paths to the same location would have a pantomime of time, easily confused. Having said that the AI pausing when it comes a cross another vehicle, and AI judges the other vehicle to be an obstruction is a useful feature, though the distances between other vehicles when this algorythymn kicks in is a little over sensitive. 6. Mortars - Nice job on the whole, though a little buggy, have had instances when an observer sees atarget calls in Mortars, then Mortar goes into Spotting mode but does not fire any more rounds. Is the target supposed to have been obscured since the order from the FOO? If so, given that artillary, mortars and FOO are largely working off of map coordinates rather than direct observation you should be able to fire at any point on the board 7. Ammunition and Resupply - The notion of ammunition resupply trucks is a good one, though for a unit to actually have to go to a vehicle to acquire is a little too 'gamey'. Given that in reality a senior NCO would have but one job of keeping hte platton resupplied with ammunition, should be like in CMBB where you had the command range lines if you were in range of the truck you have your resupply, though if truck is destroyed you have to wait till the end of play for resupply, or whatever the campaign scenario is. 8. Allied Air - I was expecting to see a lot more use of allied air power in the game as a whole, given this was a feature of the battle, granted ground to air interdiction was still in its infancy, though if the use is going to grow as the game develops as a whole German access to AAA has to increase as well. You only have to look at allied air to ground losses to german anti air assets to know that this is appropriate (1600+ aircraft lost in Normandy) 9. Immobilising/bogging - Generally a great idea, exposes to players to the hazzrds of operating with armour, though you should, even in this limited time span have the chance or ability for vehicle crews to self recover or quick fix by some means than gear change feedback out :-) Thanks for looking
  3. JagPanzer IV The armour thickness was intitally 60mm front, (though in May 1944 was increased to 80mm). Sides were 30mm increased to (40mm in May 1944) and 20mm rear It was a rare machine in Normandy at the time of the fighting, where the Divisions equipped with it had an average of a dozen available Panzer Lehr 116th Panzer Div 2nd Panzer Div 9th Panzer Div 12th SS Panzer Div JagdPanther Armour front 80mm, side plates 60mm An even more rare machine in Normandy with only one unit equpped with it in France, schwere Panzerjager Abteilung 654, and only one partly equipped comany of that unit, approximately 15 vehicles seems to have been commited to Normandy
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