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Freyberg

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Posts posted by Freyberg

  1. 18 hours ago, John1966 said:

     Both had a green splodge under the spanners. Both had ammo. And despite crew casualties, the gunner was OK.

    Not seen that before. Is it telling me the gunner can't load it on his own? What about the MG?

    What other damage was there?

    If both the cannon and the Co-ax are greyed out, it suggests damage to the turret controls.

  2. 12 hours ago, Wicky said:

     

    That's a very interesting thread.

    If it's true that small-arms fire can cause friendly-fire incidents if the firing unit does not have LOS or contact of the receiving unit, then that is both a fair, and a very sophisticated, way to model friendly fire. :)

    I haven't noticed this myself, but then I suffer so many friendly fire incidents - from DF, mortars and artillery - that I probably just haven't realised...

     

     

  3. 50 minutes ago, Vacilllator said:

    @Freyberg the pictures look great and well worth a free (LOL) download so I tried clicking the dropbox links but they just plonk me back here?  Am I missing something?

    I just checked dropbox and everything looks right.

    I copied the link again - here is the link straight from my dropbox Public folder:

    https://www.dropbox.com/s/auilzpybhm0w206/FI map pack in prog May20.zip?dl=0

     

    Some people recommend changing "dl=0" to "dl=1" (I know you have to do this to embed images), so here is the same link with that edit made.

    https://www.dropbox.com/s/auilzpybhm0w206/FI map pack in prog May20.zip?dl=1

     

    Thanks for your interest :)

    If it doesn't work, PM me

     

  4. 2 hours ago, John1966 said:

    Yes, just spotted the "out of range".

    I didn't realise off-map artillery actually had a range, seeing as we don't actually know where it is.

    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.

  5. 39 minutes ago, BornGinger said:

    I think the reason to this behaviour is that the time frame is too short. Some, or many, large battles which historically took maybe around a whole day often has the limit of two to three hours in the game. This might push the player to send his pixeltruppen into something similar to suicide attacks.

    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.

     

     

  6. 5 hours ago, John1966 said:

    ..... The ones using "target" were getting their rounds bang on target within the first minute but the ones using "target briefly" never seemed to home in on the target even after a couple of minutes of firing. ....

    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.

  7. 14 hours ago, SimpleSimon said:

    It's hard to tell how those huge MG Battalions were used.....

    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.

      

    14 hours ago, Erwin said:

    ....  But, if the enemy has mortars they are a nice static target.

    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 excellent suppressing fire works very well along with one's own on-map mortars, which can be vulnerable when taking out those sorts of targets, as mortars take time to find their range.

    I've even had platoons of Vickers take out ATGs and MG42s at 750m+ range without needing artillery support. They're a very interesting weapon :)

     

     

  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 spoils the game.

  9. 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.

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