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AlexUK

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Posts posted by AlexUK

  1. Re mortars crews and direct fire. Is there any way to have them simply use their personal weapons while they still have mortar ammo? When I LIGHT TARGET (US 60mm) mortars, they simply reduce the rate of mortar fire.

    If you undeploy the mortar you can avoid using mortar ammo. Whether or not they use their small arms is another matter...

  2. Ok, here are some more thoughts on angles/placement. The setup area to the far right has several locations with line of sight to one building only - I placed MGs there to provide long range suppression (us forces are lethal close/medium range but not so strong at longer range). There are avenues of approach through the woods that allow teams to then move into position a couple of turns later to provide medium range suppressing fire, then you can get your assault squads to move in.

    I haven't used smoke as yet but that could also cut the angles down and provide protection.

    Also - angles can be used in the sense of one building providing cover for a further away building.

    In the same way, some buildings have blank walls.

    Regarding mortars, I have found they are pretty much useless against the sturdy buildings but can take down the barns quite effectively. As there do not appear to be any troops outside of the buildings, this is how I intend to employ them.

  3. I have a question: how do you keep such bad troops going forward into fire with that level of casualties? I'd hardly lost any and yet any team that got hit went uncontrolled, and there doesn't seem to be enough firepower in the whole company to keep enough devils cowering to not be in a constant cycle of "recovering from Shaken"-getting shot and Shaken again.

    I'm about to give it another go, but this is a learning exercise in futility, not a scenario that I'm expecting to win.

    I might have another go myself, I haven't let a scenario beat me yet, but it have a bad feeling this might be this one.....

    There is a lot of ammo available, and the lack of HE should allow the troops to recover any MGs that are lost. I think the secret is the angles - isolate and destroy each enemy section. Not entirely clear on morale effect, but if the HQ units could be taken out that may affect morale/suppression of the rest. Hats off to anyone who does this first play through though!

    Together we'll beat it! :mad:

  4. I'm on to mission 3 now, just setting up, and I've got a 4th Platoon that doesn't appear to be commandable by the Company HQ. Doesn't highlight when I double click 2Coy Actual, doesn't show any C2 icons when in the adjacent AS... I'm not saying it's enough of a SNAFU to make the scenario impossible, but it's not going to help, given the quality of the troops.

    A word of advice - set your expectations low :)

    Would be interested to know how you got on though - perhaps we could set up a self-help group to get through the PTSD.

  5. I managed to get into the first group of houses, but pushing further just ate up more men and time needed to outmanoeuvre the enemy...

    The lethality of enemy firepower (even from a lone individual in a building) was sufficient to send an assault squad reeling.

    Just getting into positions to lay down suppressing fire was a hell of a task.

    Once there they either had insufficient cover or the buildings offered little in the way of shelter and they themselves were in many cases suppressed and/or routed due to very poor morale and experience.

    For me the amount of time I put into mission 3 I doubt I will revisit it as it just wasn't fun... I understand the whole 'give hardcore guys a challenge' but I fail to see how anyone could win this scenario without many, many restarts and even then that is a massive if.

    I tried each and every avenue and minimised my exposure as best as could be, but the fact remained that in order to get into a position to lay suppressing fire, you are in turn able to be hit by return fire...

    Given the poor quality of troops at hand, the US para's usually have a 90-10 advantage of counter-suppressing your fire given they are of a much higher quality...

    I don't know if any patches have been released recently that vastly improved the effectiveness of certain weapons, maybe those that were able to win in this scenario had it on an easier setting...

    Yes, i eventually got into the buildings too, but only after using all my mortars, most of my ammo, losing a platoon commander and several squads had taken casualties. Also, and importantly, I was almost out of time - if mission time had been longer and with more ammo resupply it could perhaps be do-able, but still don't think so - I think the only way the Germans can win is at long range, but the next set of buildings would be a murderous short range fight I think.

    On a positive note, I do like the idea of fighting with weaker troops, and it is an intriguing scenario.

  6. This really is fantastic - I can't wait to see what effect triggers have, how fire will change the game, and I love the idea of hit decals. Also some additional German tanks. I bought CMBB a loooong time ago but could never seem to get in to it, but I have a feeling this time it will be different. I am already scared of the russians though - they look like they have some very fearsome equipment indeed.

    Oh, and last but by no means least - a brand new Bil AAR (do hope you get to finish your defence AAR though). I wonder who the opponent is?

    Congratulations Battlefront!

    One question - if this is version 3, how soon will the other titles get the same goodness?

  7. AlexUK,

    You're most welcome. It's cold and dismal here (wouldn't know anything about that, right?), so I'm glad to know I improved your day. Thanks for improving mine by telling me!

    Regards,

    John Kettler

    Grey, drizzle and a biting wind here in (old) Jersey - but the great tits have started singing their spring songs, and daffodil spears are appearing, so much to look forward to.

  8. This thread's exciting--also weird and disturbing. If the pace of releases keeps up, I shall be forced to learn to play and play well--so I can lose that edge by changing combat theaters altogether when Op Bagration comes out. Being able to effectively operate American troops, weapons and armor won't be the most useful skill set am Ost, nor will painstakingly learned info on how the British did things militarily. Fortunately, the Germans are still the Germans!

    The more directions there are to go, the harder it becomes to maintain a coherent identity as a wargamer. Who will crack first in trying to juggle oft conflicting interests and passions? Will he remain true? will she be able to handle the temptations?

    Starts to sound more like a soap opera, with relationships rising and falling, envy, jealousy, illicit trysts. And these are just the wargamers' relationships with the games!

    para,

    If there's ever an award for Strangest Way To Ask If A New Feature's In A New CM Game, you'll win!!! I'd heard the song many many times over the years, but I never saw the dude in that incendiary get up.

    enice76,

    Am off to therapy now after encountering your appalling expression "historically anal grogs." Suffice it to say I have no desire whatsoever to know how you are privy (and, yes, that was deliberate) to such knowledge. I tried to come up with more felicitous phrasing, but I'm afraid that my neural circuits shorted under the load.

    Regards,

    John Kettler

    You gave me a great chuckle John - thanks for brightening my day.

  9. Pretty sure engineers already do; I have a strong recollection of actively probing a briefing-warned minefield with engineers, finding it without anyone getting blowed up and clearing a path through the belt for the following infantry. I have a vague recollection that even normal troops have a chance of spotting mines they're adjacent to, but that it's so vanishingly small that you'll, for all practical purposes, never want to leave PBI in place long enough to spot 'em.

    Ah, thanks womble.

  10. That is one mean looking machine Aris - I particularly love the darker patch around the muzzle and the mud above the treads and over the turret markings. Ooh - also love the welding marks on the armour plate.

    Now if only I could afford a machine that would let me appreciate these in game! At the moment I get my fix from following your thread.

    Hopefully Battlefront might be able to fix the stretch textures on the spare wheel and MG at some point. On the positive side, there is a huge amount of detail in the model itself - I couldn't even guess how long it takes to build one of those, and how much time must be spent agonising over measurements - would anyone from BF be able to say?

  11. a link to the newest part, I hope that someone will like it;)

    http://cmmods.greenasjade.net/mods/5066/details

    Made for CMBN / CF / MG and CMFI / GL

    Changelog: 1.4

    1. Revised and improved all gunshots (including many new, Bren, Thompson, Vickers (k), smoke launcher, MG151/15, pistol, MP44, Bazooka / Panzerschreck, Panzerfaust, mortar 60mm, Browning M2)

    2. New sounds for penetration, zips, collapse, ricochets, hits, explosions, engine shutdown, soldier movement (in the snow), flames, incoming artillery, screams.

    3. new sounds for traction medium and heavy tanks.

    4. new Polish voices.

    5. new music.

    6. empty sounds for moving troops (you know, not every step is heard) it also reduces the irritating noise when walking close together a large group of soldiers.

    7. optional - traction for medium and heavy tanks

    8. optional - new types of ambient (day and night) - light, medium (default) and heavy - just select any, and replace it in the "background"

    9. plus of course, lots of fixes, new effects, etc..

    (sorry for my english)

    that's good news waclaw - any chance of a Mac version?

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