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MOS:96B2P

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Everything posted by MOS:96B2P

  1. Yes, it applies to skill level Iron. Terrain can effect the 50m radius and if a unit is on Hide (either HQ or fire team) the C2 voice radius will decrease. Otherwise it is generally automatic at 50 meters.
  2. In fairness @Bulletpoint has made at least one scenario and has identified and reported multiple bugs. At least one report resulted in the fixing of a bug in a patch. He is very knowledgeable about the game mechanics and spends a fair amount of time testing things and reporting his findings here on the forum. You don't want all "yes men" on your general staff. It is useful to have a Bulletpoint around. (Even if it sometimes leads to the consumption of alcoholic beverages)
  3. Yes the camera group. Depending on the size of the battle I give 1st Platoon Group #1, 2nd Platoon group #2, the Company HQ #6 etc. The draw back, as you said, is that you have to reset them every session which makes them useless for PBEM. So I just use them against the AI when I think I will get to play more than 5 turns or so. But no worries I heard @IanL is going to buy Steve some alcoholic beverages and get the camera group feature made permanent so it does not have to be reset all the time. Direct all future questions about the timeline and status for implementation of this improved feature to Ian .
  4. I just tried and was able to get in. Maybe it was down for awhile and is now back up.
  5. I find the following helps. I use a 50 meter 360o Target Arc on my maneuver platoon HQ teams. Then I try to keep my teams within this area. It also gives a visual general representation of the HQs voice C2 radius. Some teams, like the reserve squad, light mortar etc may drop a little ways out the back of the 360o command circle but the ones up front in contact I make sure are in command. It also keeps the HQ from firing at far off targets and giving away it's position. 50 meters should be enough for self defense. Below are some screenshots of the concept in battle. Also, like @SLIM said I assign and follow up on orders by platoon. 1st Platoon is securing the crossroads: I run through all the teams in 1st Platoon. Then move on to 2nd Platoon. In battles against the AI the group command is also useful.
  6. Well there you are!! Thought we might have to send in a QRF to extract you . Stay safe. The forum will be here when you have time.
  7. I was looking at a (V) instead of an (A). Wow! Two orange bars. IIRC two orange bars is the worse off road rating I have seen in the game so far. I would make every effort to keep a JPz IV/70(A) on the road network especially in muddy conditions. I would also try to avoid shell craters on the road. Thanks again for making this.
  8. The JPz IV has an off road rating of three yellow bars. For comparison the Panther has an off road rating of four green bars. The three yellow bars combined with muddy ground conditions and possibly some mud action squares would definitely be a challenge. Instead of speed being a factor I think mud is the main culprit. Thanks for taking all the time and effort to make a campaign.
  9. @weapon2010 LOL. Never good when your talking to yourself. BFC typically adds most new features to the other (older) games. So I think the odds are that this feature would be added. I hope it is. However I don't really know........... So now you have one not very helpful answer .
  10. Yes this could be a very cool and useful feature if it persisted through a PBEM. I sometimes use it when playing against the AI. My one complaint about Iron game play mode is that only HQ units can be assigned a number. I would also like to give a Forward Observer and sometimes an XO team a number. Then my radio call sign convention would work all the time instead of only when playing on Elite against the AI. 1st Platoon-1, 2nd Platoon-2, etc. Company HQ-6, Forward Observer-7 etc.......... More numbers for bigger battles might also be useful. But I would definitely be very happy with just having the assignments persist through all the turns of a PBEM. Maybe someday.
  11. Yes, tactical defeat is worse. The Victory levels are: Total Victory, Major Victory, Tactical Victory, Minor Victory and Draw. Or substitute Defeat for Victory.
  12. Hey chaos! Can you describe the problem? I'm kind of just guessing looking at the screenshot. I see the ATG is limbered. Hit the Deploy button if you want it to set up to shoot. After you hit Deploy it will take longer than one turn to set up. About 140 seconds IIRC.
  13. Ah, that must be it. I fired all 18 rounds of an Abrams 120mm Multi ammo at a marked minefield marker with no result.
  14. Interesting stuff. Thanks for posting. About how many HE tank rounds does it take? I would guess this HE tank round tactic probably works for all tanks? I will try it with an M1A2 Abrams here shortly. For the barbwire / sympathetic mine explosion tactic. In theory the stand off Blast and hold drill will usually work for this tactic and keep the engineers more or less safe. (Where you put the Blast waypoint in a different action spot and use the Pause order) I have used this tactic before but sometimes get mixed results.
  15. I tested for both wood fences and wire fences. Wire fences generally seemed to cause damage before wood fences. Most of the time the first fence can be crushed (wire or wood, fast or slow) with no damage. Sometimes as many as three fence lines could be crushed (wire or wood, fast or slow) with no damage. Again speed did not seem to matter but the obstacle did. Low walls are harder on tracks than wire fences which are a little bit harder on tracks than wood fences etc. I also suspect that the vehicle is another variable. I did all tests with M2A3 Bradleys. But at the end, just for fun, I ran a Humvee through the wire fence five time and it took damage earlier than the Brads.
  16. 10 tests. In the screenshot the vehicle traveling at Fast arrived at the endpoint about 5 seconds before the Fast & Slow vehicle. I just snapped the screenshot after both vehicles had come to a complete stop.
  17. Ian beat me to it but here are the results of Fast and Slow vs a low wall with screenshots from my CMBS test map. Both vehicles sustained the same damage.
  18. Cool. Thanks for the tip. I'll try to use this in the Steel Storm Tournament. May we meet in the final round! ( Looking at the brackets I think its the only way we can meet .)
  19. Hmmmm, I will load my CMBS test map and crush some walls...................
  20. The game AI changes the speed from Fast (or whatever speed the player has selected) to Slow when crossing a fence, wall etc. Not sure what you mean by "bush" so I'm going to pretend I did not see that word . So even my vehicles cross obstacles at Slow. But after the crossing they floor it again.
  21. Yes you are crushing me in both the game and on the forum. May all your imperialist Yankee tanks become immobilized!!!!! Air Controller Comrade Petrov, "Send in the MI-24s!!!
  22. Nice AAR video. Very cool with the music. Thanks to @Erwin I have been thinking about buying this one. It is the only CM title I don't own. As far as game mechanics / user interface is it the same as CMSF?
  23. I noticed during a PBEM that a Russian 120mm Chosta artillery smoke mission resulted in fairly large explosions and also left craters along with the smoke. I then tested several US and Russian off map artillery smoke missions. They all left craters and I think had the same size explosion as a normal HE mission. In the WWII titles smoke missions have small explosions and don't leave craters. I was just wondering if this was an intentional change for CMBS, maybe because of more powerful weapons? Or just something that was overlooked. Added the smoke but forgot to tone down the explosion and take away the crater for smoke ...........
  24. I will add to this and make it more interesting / controversial (not to mention accurate). In the game you are no more likely to bog on Fast than you are on Slow. I am talking game mechanics not real life. Some things that do make a difference in bogging IMO are the type of ground tile (mud etc.), ground conditions and vehicle commander experience. I vote for team 2. They are obviously the better looking.
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