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Bulletpoint

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Everything posted by Bulletpoint

  1. Maybe since you have a book about these things, you could answer a question I've been thinking a lot about: Why didn't the Germans make the halftrack gun shields just a tiny bit taller so that they would provide cover for the top of the helmet of the gunner? It seems when a gunner is aiming down the sights, the shield won't cover his full silhouette when viewed from the front. Other German fighting halftracks (armed with 37mm guns and other weapons) did have larger shields. I know halftracks are not AFVs, etc etc. But it seems to me either you don't put a shield on the gun, because troops are not supposed to use it, or you put a shield large enough to do its job. Why the half baked version?
  2. Well done. Nothing like a succesful Panzerjagd. You proved me wrong and probably taught your opponent something too.
  3. I showed CM to a friend and he said "Oh, that's like Men at War". Then he showed me some videos and I thought "yeah... for grown ups".
  4. This made me wonder - did the US soldiers in WW2 hate the SS soldiers more than the regular kind? Were they even aware the German forces were divided into Heer and SS? As far as I know, the full extent of the SS crimes only came to light after the war. I read that some types of soldiers (snipers, flamethrowers) were often executed when they surrendered, but that seems to be about their role on the battlefield, not their political affiliation.
  5. Would be great if you could pull this off, but if your opponent has any clue what he's doing, he'll have some flank protection in that forest. And probably not just a lone team. He'd do well to place quite a lot of infantry in the two obvious forested approaches. Not sure from the screenshots how dense the forest is...
  6. You already played this, so you know how it's going to turn out. My initial impression is that without real tanks, you're giving long-range control of the open ground to your opponent. That means you have to attack with infantry through a lot of forest. That's usually a bloody affair. Then you'll have to attack buildings with infantry in the forest, which also usually results in high attacker casualties. Not sure how you'll get die Brummbären up to assist if your opponent holds the open spaces. But don't let my gloomy analysis bring you down - go ahead and prove me wrong
  7. I know you're being sarcastic, but try "Ten out of Ten" from the Scottish Corridor campaign. Interesting, frustrating, and challenging scenario.
  8. Apart from troop fatigue level having no impact on combat performance. @Josey Wales tested it thoroughly some time ago.
  9. Are you certain about this, or is it just how you feel things are working, based on your experience? I often see my 2-man scout team spotting enemies way off in the distance, through trees, while running using QUICK orders. I feel they spot way too good while running actually. I'd like if it works like you described, but I'm not sure.
  10. Then again, those guys in 1944 did have illumination flares. I make a point of yelling "Fire a flare!" every time I press Alt+B
  11. There isn't such an option in this game. I think maybe you are thinking of Graviteam Tactics. But what you can do is to do a target order and then move the target line around to get an idea about where your unit can fire.
  12. We've all been there One of my first posts on this forum was why the game was so ugly and there were no trees or even bushes. Turns out they were turned off...
  13. @Hardradi I'm still on v. 3.12 and I don't have the vehicle pack. The scenario works on my end. Since your crash happens at exactly 5 minutes, I don't think it's a hardware problem. I could imagine it's because the Germans get some reinforcement at that time. It's the earliest possible reinforcement arrival time. To test this, I loaded the scenario a couple of times and ran it for 4 minutes, then checking what the Germans had. Then I ran it again for 6 minutes and ceased fire to check again what they had. It doesn't seem like they get any new on-map units, but it may be that they get new off-board artillery. If the game then tries to load this new asset, but there's a problem with the data files, this might cause the crash. The problems might be caused by mods, or by OOB changes since the scottish Coridor campaign was made. Try disabling all your mods and see if the crash still happens. If it does, try uninstalling the whole game completely, and then reinstalling it from the 4.0 master installer.
  14. Wow, I managed to know something groggy.. all that time playing this game has paid off By the way, it's interesting how much of WW2 tech was actully a kind of continuation of medieval principles. Swords and axes were often made with a softer metal body to prevent shattering, and then a cutting edge of harder steel was welded on. Similarly, fin-stabilised APDS can be seen as basically a giant crossbow bolt.
  15. Also the crew and gunner of the Bren Carrier have their legs sticking out under the vehicle.
  16. Maybe something to do with the range to target?
  17. I understand that concept as I used to think the same. But as one gets to be a more experienced player one finds that one can trust the MOVE command more and more. Only when contact/combat is imminent or occurring do I switch to using QUICK or even FAST with rests. Erwin, I'm genuinely interested in knowing how you use the MOVE command and how you find it useful?
  18. Couldn't you just tell players they had to work with what they had? cherry-picking is the end of all fun ..
  19. Yep, that's what I usually do, too. There are many ways to construct a movement order sequence that fits the situation and the terrain, but the one command I never use is MOVE. Even using QUICK, the troops don't tire much unless they are jogging very long distances, and even so, there's not much penalty for exhaustion anyway. Only thing it does is prevent you from keep running.
  20. How so? As far as I know, it just makes troops walk along really slowly, and start to charge ahead towards the next waypoint when fired upon. Depending on where you put that next waypoint, that might be a good or bad decision, but that's up to the orders. I see people use MOVE all the time, but never understood why they do it. Apart from taking screenshots of marching troops of course, but I doubt that's why they play PBEM
  21. Yep. The thing is I avoid people who are rude - even those that might be correct. Rude is pointless, rude is crass, rude is unnecessary. My preference is to surround myself with smart, confident people who speak their mind and are constructive and thoughtful. Rude people are kicked to the curb. I don't really care how damn smart you are rude = outta my sight. Which means if I am the boss you are fired if I'm not I'll ignore your rude butt. Life is too short to bother with rude people. Oh and I can tell if its raining pretty well myself thanks. See no value in rudeness. We agree, Ian. I was just trying to say that sometimes, focusing on whether someone is rude or not can be a red herring. I think what Pericles showed was interesting - and I also would be disappointed if I saw that bunching up behaviour in my game. But, here's the interesting part - I never saw that happen. Never. And regular readers will know I'm probably the biggest stickler for details on the forum. Yet I never saw that problem happen. So I'm thinking it's not about how the game TacAI works, but an issue with the way the AI plan was put together for this particular scenario. Let's calmly discuss that
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