Jump to content

Bulletpoint

Members
  • Posts

    6,896
  • Joined

  • Last visited

  • Days Won

    20

Posts posted by Bulletpoint

  1. I am looking for a new campaign to play, which would you recommend?

    Would prefer playing as the Allies, about company size or smaller, with a bit of armour but not a lot.

    I like campaigns with a decent challenge but not "puzzle maps" where you have to guess the one and only way to solve the map.

    Also, I really like maps that show attention to detail and look like real places.

    I already completed 'Road to Montebourg', 'Courage and Fortitude' and 'Devils' Descent'.

    Thanks a lot for all suggestions and comments :)

  2. Sounds like a job for Target Briefly. This is one way I use it regularly.

    I meant "Target Briefly"... leading to the potential problem of not neutralising the enemy, wasting time and keeping your men under fire..

    The same goes for mortars, playing WeGo you need to gamble that the target will be killed by the mission you order, playing real-time you can keep firing at a low ROF and just cancel/retarget the mission once you see the rounds take effect.

    Just to clarify, I actually enjoy playing WeGo, it's just something to take into account, both for the time you have to complete the mission and also your ammo count for mortars and tanks.

  3. 5) When you play WeGo, you need to 'gamble' when targeting a place where you know enemy troops are hiding, but that the tank has not yet spotted.

    If you "Target" the spot, you might risk the first shot taking out the enemy squad, but the tank will keep firing HE at the hedgerow for a full minute, wasting ammo.

    On the other hand, if you "Target Briefly", then maybe the first 1-2 shots won't cause any damage, and then the tank will just be sitting there for the rest of your minute, while that machinegun position strafes your lads.

  4. Another thing is that it seems AP ammo is actually pretty effective at taking out entrenched infantry.

    I recently played "Razorback Ridge", where I cursed that I was only given tank destroyers without much HE ammo. But after spending the HE, I found that they were decent against infantry with their armour piercing shots too.

    I don't have the knowledge to really say if that's realistic or not.

  5. You may be right (Ian), but in my experience they keep firing only till the tank is "knocked out", then cease fire immediately. Some shots may still be in the air though, and strike in the following second. Who knows, visibility and crew experience levels might also play a part..

    Edit: Thinking a bit more about this, once you as the player see the "KNOCKED OUT" indication, then that means that your troops have positively identified that the enemy tank is for sure knocked out. So of course they would always stop firing at that point.

    Before that happens, maybe you as the player only see the "penetration!" sign, and the tank might actually very well be knocked out at that point, but your troops will keep firing until it can be identified as knocked out.

    I used to imagine that when a shot caused penetration, and the crew bailed out, then the tank was not knoced out yet, and the crew had merely panicked.

  6. Hmm.. some thoughts from a non-expert, just to be taken as ideas to consider:

    1) Tank engagements in real life probably took place at longer ranges than in the game. Leading to more shots being necessary to put a round on target.

    2) In real life, tankers probably kept shooting some rounds at the enemy tank even after it was knocked out, just to be sure. At long range, it may be difficult to tell if the target is destroyed, unless it visibly explodes or catches fire. And you really need to be 100% sure.

    3) Possibly, lighter armoured vehicles are extra vulnerable in this game as compared to reality, again because of the short engagement distances. This leads to AP rounds being saved, as the infantry can usually knock out the lighter vehicles on their own.

    4) 75mm HE seems to need a good couple of decent hits on a hedgerow squad before they start to take real casualties. Possibly, in real life, a single decent hit would have been enough, conserving HE ammo.

  7. I have a love/hate relationship with the timer. I love it because it brings a sense of urgency to the battles, forcing me to take risks. It makes me sit on the edge of my seat sometimes!

    On the other hand, sometimes there is just too little time to play the game properly, which leads to throwing away soldiers in a very gamey way, but this is due to scenario design.

    I do think that players should automatically be given extra time when playing WeGo though, as all actions will then take at least 1 minute.

  8. There are campaigns which do that. Still has nothing whatsoever to do with the presence or otherwise of TacAir. What point are you actually trying to make?

    No reason to get grumpy my good man :)

    The argument goes as follows:

    1: I wonder why I didn't see any air support in the game after finishing the American campaigns.

    2: You say that the air power is there, but apparently only for use in custom scenarios and multiplayer.

    3: I say ok, that's too bad, since I'm just here for the campaigns. Would have been nice with a bit of CAS in the campaign. I wish I had known I had to download an updated version of "Road to Monteburg" before starting to play in order to get air support.

    That's all... thanks for replying.

  9. Interesting thread, I also remain in the group supporting that the gunner in such a vehicle should have a high degree of protection from small arms and shrapnel.

    Just looking at the Hanomag, it has a long narrow front with sloping armour and a massive protective shield for the gunner. It was obviously designed to be able to take some punishment from the front.

    Reading the patch notes, was it only the german halftrack gunner who was "lowered into a more accurate protective stance"?

  10. I guess it depends on how you see the game. Some probably see it as a virtual boxed wargame set, that supplies the pieces and ruleset, and then lets you play as many games with it as you like.

    I'm more interested in the campaigns as an experience, leading my company through some harrowing days and seeing it through to the end without buying the farm. Tell Mary I love her and all that.

  11. I just did some searching around, and it seems the version of "Road to Montebourg" that comes with the game doesn't include air support - that's strange?

    Paper Tiger apparently made a revised version that includes CAS in several missions (http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=2082)

    Too bad I played the old version then :/ Maybe I'll go back and replay it at some point.

  12. Being low to the ground is usually safer with any HE as it tends to place the trooper below the fragmentation pattern. The exception is with air- or tree-bursts where the desired attitude is to give the frag pattern the smallest profile to hit.

    That is true for real life, but I am wondering about how it works in the game :)

  13. Use Slow. If you've taken the time to mark mines, the extra time is worth it, I reckon.

    So, Slow is more safe than Walk? I've seen both recommended, but nobody ever really said if one is better than the other..

    Realistically speaking, walking through a minefield should be safer than crawling, since you have less contact points with the ground, and since you can step in the footsteps of the guy in front of you.

    Then again, maybe the crawling pose of Slow is just an abstraction for moving really slow and carefully. But when it comes to explosions, going Slow protects against shrapnel, so I guess it must really be crawling...

  14. Dont' take the 'Cowering' posture for face-value. Due to the Graphic representation of the game your troops are really just ducking in and out of cover at a moment in time, and not literally in a 'Fetal' position ( not that it's uncommon to see that if troops are in 'Panic or Broken' status ).

    I personally would like to see BF change the Graphics look of 'Cowering' alittle depending on 'Troop Status' so players don't get the wrong impression.

    Joe

    I think this makes a lot of sense, and I too would like to see the graphics updated to give players a better idea of what is actually going on in any given moment..

  15. I have been reading about how mines are handled by the game, but I have some questions I hope you can answer:

    1: What is the best way to detect the mines? I understand all infantry have a chance to detect mines, with experienced men being better at it, and engineers getting some kind of bonus. But which command do you use to approach? WALK, SLOW, HUNT? Does it matter?

    2: And if you think there are mines in an action square, do you go up next to it, or enter into the square itself?

    3: Let's imagine you know where the mines are. You just need that little signpost to pop up so you can start marking the mines. You SLOW your way into the action square with a squad of veteran engineers. They find nothing. Do you now let them just sit there and hope they will find the mines eventually? Or do you have to SLOW them around, into and out of the action square?

    4: Ok, so now you found the mines. You issue the Mark Mines command, and the sign turns yellow. How do you now cross the minefield - WALK, HUNT or SLOW? Does it matter which command is used, or is it just important that it's not FAST or QUICK?

  16. Here you go. See also page 55-56 of the Pdf CMBN Game Engine manual version 2.0

    Page 92 of the original manual or actual physical booklet under "Instant Commands" :)

    cm.jpg~original

    This is particularly useful since it will "unpin" troops - although only to run away from the bad place.

    Thank you very much, I never knew that existed, even though I thought I had read the entire manual from end to end :) Probably I skipped that part because I assumed it were only for real-time players.

    And to think that in so many situations, I have been playing and wishing that there would be a button that could un-pin a squad and have it pull back, never realising that it was there in front of my nose the whole time...

×
×
  • Create New...