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Everything posted by Freyberg

  1. I think 81mm mortars, which have a limited range, are assumed to start on the edge of the map. You'll occasionally find angle of fire will affect artillery, including off-map artillery.
  2. Assuming you have about eight gun firing, 'Heavy, Maximum' would look really cool. If the target is in strong buildings, you'll cause serious damage and a lot of casualties; if the target is in anything but strong buildings, you'll utterly obliterate it.
  3. I've played a little FB, but I love FI - mainly, it has to be said, because of the British, Commonwealth, Free French and other forces.
  4. That's a really good point. The mention of suicide attacks made me wonder... If the question is: is CM a realistic WWII simulation with respect to casualties? - we can look at some of the historical battles where the commanders did act like CM players, for example the Japanese on Guadalcanal, in which case, I reckon the casualty rates in CM are probably about right.
  5. That's interesting - I'm gonna try using 'target' and see if that makes them more accurate - I'd always accepted a bit of spread, but maybe the two commands are set up differently.
  6. I haven't tried using a whole MG battalion - it would be fun on the defence I imagine - but MG companies are very useful, en masse on a smaller scale. I never had much luck before with Vickers MGs spread around individually, following the infantry into Bren gun range, but used in platoons at longer ranges Vickers are very effective. Actually, one of the advantages of MGs is that you can spread them out, 'swarm' them at long range against targets like AT guns, MG nests, mortars (if you can spot them). It takes a while to degrade MGs that are well spread out, and their excel
  7. I'm sure that's how it works - I've used it many times. Have you checked the weather conditions? Wind makes mortars inaccurate.
  8. Well - on a medium-sized map, TRPs give rapid artillery fire without spotting round to obvious parts of the map, but their targeting range is a little limited. 5 TRPs will probably not cover every good siting point for AT guns, for example. If you're playing with around 2000 points, imagine you have 2 mortar units, worth around 150 points each. For 150 points, you can afford another mortar unit, or two crack Forward Observers, or even a cheap HE-thrower tank or similar, more or less... I think in the WWII setting, 30 points per TRP is about right - although on a very small map it spo
  9. Giving the AI some TRPs on the defence is a great way to beef it up. I don't use TRPs much on the attack against the AI - it makes it a bit too easy.
  10. Target Briefly with on-map mortars: If you have a red targeting line at the end of a turn, and you do not adjust it, but simply click 'target briefly' to extend the mission, then once on target, it will remain on target. If you interrupt the mission in any way (i.e. if you 'break' the red targeting line by moving it or allowing it to expire), then the mortars will need to do ranging shots again.
  11. Well, they don't really belong on small maps, but on a larger map, 30 points with a 50m targeting radius is about right
  12. The WWII titles haven't changed - 150 points for 5 TRPs.
  13. There are some very interesting and well informed people on this forum. I have been stalking it for years
  14. I remembered the thread from way back because it was so interesting
  15. It's correct - it's a particular type of HEAT round these guns could fire.
  16. I was thinking about this one... I would say the CM convention is the opposite. There is usually some part of each side's setup zone that is in LOF of the other side, seldom the whole zone, but some part of it. You have to do a quick check of LOF where you set up if you want to be sure of being in defilade. Most QB maps are like this - and I think it's a good idea.
  17. No - I've never seen that. Could they in fact have triggered a mine...? Or an IED if it's a modern title.
  18. I've never tried to destroy a tank obstacle with engineers, but the satchel charges do make a big bang when they go through other obstacles. I have occasionally had charges fail to clear an obstacle, but it always been either because it was oddly positioned and the engineers went the wrong way (such as at the corner of a wall), or there was something else about it that was odd, such as a stone wall flush with the wall of a house.
  19. I'm pretty sure the Hunt order hasn't changed - if it has I haven't noticed it with CMFI...
  20. I agree with you to a point. If all scenario designers broke the rules, it would be very annoying - but when the rules are broken once in a while, in a creative and exciting way, it's actually kind of immersive and fun. As for briefings - I always assume they are flawed. I thought lying in briefings was a convention
  21. There was discussion in the general forum about scenario replayability, including this perspicacious comment from MikeyD... ...I find myself doing something similar with QBs - playing the same, similar or related forces again and again, against similar but varied enemies, on different maps, in different weather conditions and so on. I particularly love the British and Commonwealth forces - CMFI has a marvellous range of these, covering a good chunk of the war. These days, I've found myself playing with variations on the MG Company/MG Battalion/Support Group used in conjunction wit
  22. There's a whole bunch of them available for download in a thread in the 'Maps and Mods' section of CMFI - They're still a bit messy, in terms of missing descriptions, thumbnails etc, and missing AI plans for both sides (usually just an AI plan for defender), so I haven't put them on the Depot. Over Christmas I'll try and finish them off properly (there are a lot of them!), and upload a big map pack to the Depot
  23. The best way to clear a building is to flatten it with HE or flame it; the second best is to bust through a blind wall with satchel charges and pour in (although you have to watch out for enemy troops immediately outside the building on the other side waiting to ambush you. If those two methods are out - I use heavy suppressing fire and approach the building slowly and carefully before sending a squad or so to charge in from close range. You have to accurately estimate how many enemy are in the building - the AI sometimes packs buildings with more troops than you might imagine. If, f
  24. Agreed. I recall reading that casualties in intense combat always have been and remain quite high, but the relative number of troops on the cutting edge at one time has changed over time. CM casualty rates are high, but not unrealistic, given all the variables.
  25. In the current update of CMFI (the only up-to-date title I am playing at the moment), Commonwealth troops will never pick up SMGs unless the soldier actually administering aid is armed with only a pistol - and will only pick up SMG ammo if the soldier actually administering aid can use it. Otherwise they will pick up LMGs, AT weapons, rifle, MG and AT ammo, and mortar rounds sometimes. There is a limit how much ammo they will pick up - e.g. if administering aid to an HMG unit with a surplus of ammo (thousands of rounds), they may not pick it up.
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