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Heirloom_Tomato

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Posts posted by Heirloom_Tomato

  1. 11 hours ago, bruno2016 said:

    I noticed that, in CM2, tank crews tend to panic very quickly when they get simply hit (even without armor spalling, or immob, or anything else really harmful). And then it takes average 5 minutes, after they run away, to become available again! to reflect what? intense shock? This behavior is regardless of the armor thickness (for instance with Elefant crews hit, just hit, by a non APCR 76.2 mm fired by a wolverine). Same would also often happen with tiger crews, etc. Is it really realistic? I have never read this in any serious war history documents or tank crew bio.  I was more under the impression that crews bail out only when the tank is destroyed of course or immob'ed in view of enemy anti tank capable units. Sometimes, like for the battle of Kursk, Panther crews were even forbidden to bail out if immobilized (by mines for instance), which in this case would be a special scenario rule. Well just a comment for your feedback. Maybe am I too much influenced by years of ASL games ... 😉 ?

    There is a lot going on with this game and some things are easy to pass over.

    First up IMHO, would be the soft factors of the crew. The game models things like experience and motivation very well. If you have a green tank crew with low motivation, yes they are going to bail quite quickly when things start to go wrong for them. On the other hand a crack or veteran crew with high motivation will be much harder to convince them to bail out. Leadership is also modeled, a crew with poor leadership will also bail faster than one with a quality leader.

    Next would be command. Is the elephant in direct contact with their HQ unit? If not, they are going to be more brittle and much more likely to make a decision that seems silly or wrong to you. What is the status of any other units in the same platoon or company? If they have been knocked out or even suffered casualties, it will affect the status of this crew and make them more brittle as well.

    Last would be information. YOU know what the elephant was hit with, but does the crew? When they are selected, is the Wolverine's floating icon visible? If not, then THEY have no idea that what just hit their tank can't hurt them far more seriously. For them, they got lucky and it is time to get out of trouble, as quickly as possible.

    Put all these things together and you can see how a crew could bail. You have to remember the game doesn't see just a Tiger tank, it sees the tank AND the men inside, be they battle hardened heroes or frightened rookies.

  2. 7 minutes ago, Drifter Man said:

    I've got several German infantry squads/teams in action in an QB email game. Two of them each have a soldier with MP44 in their ranks who will not fire his weapon - even though everyone else is shooting at the opponent's infantry at around 120-160 m range, including targets without cover, and even with an area target fire order.

    The MP44 soldiers pose with their hands as if they were holding a gun but the gun remains on their back. It is easy to tell that they haven't fired a shot because they their ammo supply hasn't changed since the start of the battle (210 rounds of 7.92K).

    (CMBN 4.02; I can share e-mail files and password with staff to allow them to investigate - I don't want to give away too much intel here as the battle is ongoing).

    You can send me a pm with the saves and password and I will take a look.

  3. 1 hour ago, BFCElvis said:

    I plan to move 5th Rifle Company along the southern edge of the map toward Berliner Wiesse . 4th Rifle Company will also advance on Berliner Weisse and take up an over watch position looking across the small open area nearby (I probably should have circle that area for this screenshot). I’ve decided to use these companies for that detail because I feel like they are more “flexible” units.

    Why do you feel they are more flexible?

    Which battle groups have which tanks? The flame tanks have the potential to really help out clearing buildings. 

  4. 15 hours ago, Bufo said:

    When I think about the Combat Mission of my dreams, I imagine...

    MBTs, assault rifles, ATGMs, APCs and IFVs, something with all-out-war but without:

    - thermal vision

    - top-down attack missiles

    - precision guided munitions

    - airburst ammunition

    - UAVs

    Can you think about a good timeframe for it?

     

     

    Shock Force 2, with conditions. Play as the Canadians, and when purchasing, set their equipment to poor. This will give them the base Leopard 2C tank, equipped with very early thermal vision. In a completely ridiculous test, 12 Leopard 2C tanks against 12 T72M1 Turms-T tanks on a flat map, at 2000 meters apart, after just one turn there were 11 dead Leopards and 12 dead T72's. Pretty balanced. The Canadians also do not have any top down attack missiles when purchased with poor equipment. 

    As for the rest, most of what you describe can be edited out, not purchased or simply not used by you when you play. You don't HAVE to purchase a UAV, or use precision munitions when calling in off map assets. You can also set the battlefield conditions to limit the effectiveness of the thermal sights; fight during the middle of the day and under extreme heat. 

    While not your dream CM setting, it is as close as you can get with what is currently available.

  5. 1 hour ago, Bud Backer said:

    A kilometre or two away, my main defensive position, a large town, falls under an exceptionally heavy artillery bombardment. This explosion is the result of a large artillery shell striking the roof of a Brumbar, as well as the detonation of on-board ammo. Never seen this in game before and the image isn’t doing the spectacular effect justice. Nevertheless you can see the blast is substantially taller than the four and five story buildings nearby.

    2VWhdCIAftnuEUhM4PcH7S4ZmPnjf3Lns8Z_-GRB

     

    I bet this scene from his view was spectacular. It would give me great joy knowing I hit something huge to make a blast that big after taking the pounding you laid out earlier in this battle.

  6. On 1/6/2020 at 5:05 PM, IanL said:

    The Blitz is running two scenarios this month.

    Sign up for the January scenario of the Month has started over at the Blitz. This month the scenarios are:

    CMFI: R2V Casili Road (you will need the new Rome to Victory module)

    CMSF2: Allah's Fist SF2

    The form post on theBlitz for sign up.

    If you are going to play Allah's Fist make sure you have the updated version of this scenario or there will be a challenge for the US player.

     

  7. 3 hours ago, quakerparrot67 said:

    can that be done to any map, or is it one of your own? that's the only reservation i have about the new   march25th cassino master map-  it's not a bombed-out moonscape! lol

     

    cheers,

    rob

     

    You can load any map you like into the editor, load it up into the 3d preview and using the appropriate mouse and key combinations change the look of the buildings. I would recommend saving the verison you attempt to modify under a new name before starting to make any changes. Then you can always reload the original in case you make a change you can't figure out how to undo.

  8. On 12/10/2019 at 1:16 PM, JoMc67 said:

    Using the new R2V Module and I'm in a PBEM, QB Meeting, Dec 43' as Germans, and both me and opponent are using the 'Suggestion' Box only to purchase Formations...About 50% of the time when I use the 'Suggestion' Box  I can get anywhere from 1 to 5 Panther Pillbox.

    I thought Fortifications like this are only used in Attack/Assault formations ?

    Joe

    If you send me one of your battles, with all the settings you are using, I will try to duplicate it and file a report.

  9. 5 hours ago, Lethaface said:

    One small strange thing I noticed but forgot to mention is that the Sherman Kangaroo under the single vehicle tab, has a rather large crew (~7 men) and is thus not really useful as an APC, since most of the seats are occupied by the crew and armed with only pistols. When selected through the 'Armored Personnel group' (orso), the Sherman Kangaroo comes with a more expected crew of 2 and does function as an APC :)

    I was also looking for kangaroo variants for the Canadians, but couldn't find any. Is that correct? The manual explicitly mentions the Canadians first employed the 'kangaroo idea' on a large scale, but perhaps they just used them in the ETO?

    While the idea was from the Canadians, the only ones to use them in Italy were the British. 

  10. 1 hour ago, ushankashenk said:

    I've seen some bugs

    1. the  Archer  drives backward
     

    This is not a bug. This is a design feature because the real life Archer actually has the gun facing the rear. This allows the Archer to be perfect for an ambush, fire at the enemy and then drive away at full speed without the need to turn around.

  11. 1 hour ago, CanuckGamer said:

    Sorry but I would like to clarify what you said.  I have now downloaded update 2.10.  Do I run the replay of the latest PBEM turn, end the replay phase and then save the game at that point?  Then extract the update files to CMFI?   Alternatively, if you could post a link to the "usual practice" instructions that would be much appreciated.

    What you just wrote is the process to follow.

  12. 6 hours ago, CanuckGamer said:

    My friend and I just started a scenario a few days ago.  We both have Game Engine 4 and version 2.02.  I see we need to update to 2.10 if we want to purchase and Rome to Victory.  If we update now, will that screw up our current PBEM game?  Thanks.

    You should be ok if you follow the usual practice to update your game during the orders phase. 

    As alternative, you can create a new install in a new directory and have a 2.02 and a 2.10 install on your machine at the same time. 

  13. 3 hours ago, Kaunitz said:

    Regarding the idea to increase the time intervals between orders: 

    In fact I wondered what would happen to the game if you increased the reaction interval for ALL troops to 5 minutes (!)? What would happen if players were only allowed to give new orders to their troops every 5 minutes, instead of every single minute? Theoretically, we should end up with a lot of coordination difficulties and friction? And that's exactly what I (and some others) are missing in Combat Mission. Thanks to very sophisticated waypoint system in CM, playing with bigger reaction intervalls would be perfectly viable. 

    Once I have a bit more time at my hands, I'd really like to try that out in a multiplayer battle. Are there any volunteers? :)

     

    The only thing stopping you from playing with 5 minute intervals, is you. There is no in game limitation say you HAVE to give orders every minute. The problem is this is a game, and we all want to win. It will be difficult watching your men get shot to pieces and knowing there is nothing you can do to stop it for the next few turns because of a simple rule. I think most players would break their own rule.

    That said, the greatest lessons I have learned in this game have come from watching my many failures and trying to figure out what I did wrong. A battle where you can only give orders every 5 minutes would definitely be a harsh teacher. 

    If an H2H battle was to feature orders every 5 minutes and use the no enemy icons mod, there would be a lot of lessons being learned by both sides.

  14. The usual suspects would be:

    1. Your antivirus software is causing an issue. Try shutting it down or giving CM safe passage.

    2. An error occurred during the actual install, try to rerun it and see if it clears things up.

    3. An error occurred during the download and files got left behind. Redownload the game and try again.

    If these steps don't work, I would suggest opening a ticket with the helpdesk.

  15. 1. Resist the urge to split your forces. Attack the smallest possible force with the largest possible force. It doesn't matter what title you are playing, WW2 or modern, fire superiority wins. Every time.

    2. Holding an objective, or preventing the enemy from scoring any points from an objective, requires only 1 man. If the battle has 4 different occupy objectives, keep your main force moving from one objective to the next and leave a driver, destroyed vehicle crew or an XO team behind to secure the points.

    3. Don't underestimate the usefulness of a long duration light or harass artillery mission. Arty keeps heads down, which prevents them from seeing you move. They are also great for area denial. Nothing worse than thinking an arty mission is over, so you start moving your men up and then a round lands in the middle of your platoon. Most light or harass missions will give 15+ minutes of firing time. You can cancel the mission as your men get close to the objective and use any remaining rounds to pummel any strong points.

  16. 4 hours ago, usgubgub said:

    I believe it was version 2

    If this is the case, the issue is now a part of your scenario and most likely not going to be fixed soon.

    That said, I have a few more questions about this scenario.

    First off, it looks great and should be a really fun challenge. Tip of the hat to you for your efforts!

    How important to you is the current layout of the map and the force composition? Consider replacing all the hedgerow gaps with solid tiles and then add in some breach teams, Rhinos, Pioneers or engineers to each side. The men can't run through a gap that doesn't exist. Since your battle is H2H, each side can make gaps where they want them with no worries the AI would be unfairly restricted. 

    If you don't want guys blowing holes everywhere and potentially giving away their positions try replacing the hedgerow gaps with a low stone wall or fence tile. In some situations this might help reduce of running into oncoming fire. It doesn't always work, but it is worth a try. 

    Add craters all over the map in the "safe" sides of the hedgerows. Sometimes panicked troops will seek shelter in a nearby shell hole as their first choice.

    Increase the troop quality and motivation for all units a few levels. Better quality troops will take more incoming fire before breaking, giving the player a chance to withdraw their men before panic and make poor choices. 

    Include a note in your briefings explaining that this scenario has been know to demonstrate this behavior. Encourage the player to intervene quickly when the men behind hedgerows start to become suppressed. 

    None of these ideas are a perfect fix but they should help to make the issue less noticeable or less of an angry surprise when it does show up.

    Again, great work on your scenario!

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