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MOS:96B2P

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Everything posted by MOS:96B2P

  1. Same here. Civ IV is the only game I've played more than Combat Missions. (Didn't know about CMx1) However now CM is pretty much the only game I have time to play so it will soon catch up and pass the Civ IV hours.
  2. Now that was funny! I imagine the HR people might be on a first name basis with you to include a pre-programmed speed dial.
  3. Did your Companies have XOs? If so it would interesting to see one of the XOs assume command for a KIA CO.
  4. I did some more experimenting. I used green, regular and veteran tank crews. In regards to tank riders Move and Fast seem to work the same. Both Move and Fast traveled at Move speed. When tanks on Move or on Fast spotted the OpFor none of them stopped. They all continued traveling to their assigned waypoints. Tanks traveling at both Move and Fast fired on the OpFor while traveling. Tanks traveling at both Move and Fast ignored the OpFor when the tanks had area fire orders. Again area firing while traveling. Also gave the riders area fire orders. Looked pretty cool with the tanks blasting away and the riders shooting. This was also done with MOVE order. With the new information I made some changes to my tank rider assault TACSOP. 1. Synchronize with an artillery barrage and have an over-watch force. 2. Give riders area Target orders. 3. Give riders Hunt waypoint on objective. (If tank stops riders will take cover.) 4. Give riders large 360 degree target arc at their Hunt waypoint to cancel previous area Target orders. 5. Plot Fast waypoints for the tanks. (Will actually travel at Move speed) 6. Give suppression tanks Target & Target Light orders from different waypoints. 7. Have suppression tanks button. (They will not be acquiring targets) 8. Give Open Up order to a few tanks and no area targets. (This is for targets of opportunity) Any additional helpful suggestions are welcome.
  5. What range armor cover arc do you give to a US Bazooka team? My SOP has been 90 meters but looking at the range you give your panzershrecks has made me curious.
  6. I first learned this squad split SOP from womble. Very useful. Do you have two or three fire teams in your squads? It is cool when the German TOE (or any TOE) allows for three fire teams in a squad. When I get three I usually split C-team off as the AT team. (Unless I need somebody up on point then I make the scout split) This gives more control over how / when they employ their AT weapons. (Cause sometimes they just be crazy with them AT rockets )
  7. Thanks for this, it is an interesting read.
  8. Hmmmmm.... This I did not think of. That could change things.....back to the experiments.........
  9. This is interesting and tactically useful information. Does this 200 meter hard coded limit include both the PPSh and the PPS-42? The Red Thunder game manual pages 68 & 69 have the effective range for the PPSh at 250 meters and the PPS-42 at 200 meters. The RT manual, page 102, has the effective range of the Kar 98 at 500 meters. (I have learned that changes are made in the game after the manuals are created so the manuals are not always 100% accurate.) If the PPSh and PPS-42 are hard coded to only fire 200 meters and the German Kar 98 can shoot effectively out to 500 meters (a scoped 98k shoots further yet according to the manual), I think there is a tactical solution to the Soviet SMGs in many situations.
  10. I like that kill chart. What is the scratch pad on the chart for? OpFor reinforcements that you may not have in the original Order Of Battle? Or maybe OpFor teams that you are unsure of where in the OOB they came from?
  11. This would be interesting! Especially with cool screenshots! I didn't want to go to far off on a tangent from Bud B's AAR so I put my reply in a new topic thread. http://community.battlefront.com/topic/120685-tank-speed-when-transporting-infantry-riders/
  12. This is a continuation of a conversation from Bud B's AAR thread. I didn't want to distract to far from the AAR so I moved the conversation to this location. Tank speed when transporting riders. This is a bit confusing since you can give a tank with riders any move command including Fast and Quick but in practice the tanks will not move at Fast or Quick if they have riders. This is explained in Engine Manual v3.01 page 45. I did a quick experiment and took a few screenshots below. The highest speed a tank with tank riders can travel at is Move. Depending on terrain the tank may drop down to Slow until that terrain is passed. (Hunt went the same speed as Move but of course in a shooting game Hunt would be more likely to stop movement all together.) Engine Manual v3.01 page 45: Quick Restrictions - same as for Move, but fitness and fatigue play a bigger role. Additionally, vehicle with soldiers riding on top of them (such as tank riders) cannot move at Quick speed. Vehicles given a Quick order will instead move at a slower speed. Fast Restrictions - Fast has the same availability restrictions as Move (immobilization, fatigue, etc.), and, additionally, might be unavailable when certain components of a vehicle are damaged (even if not fully destroyed), or for infantry units, when combat/equipment loads are excessive. Additionally, vehicle with soldiers riding on top of them (such as tank riders) cannot move at Fast speed. Vehicles given a Fast order will instead move at a slower speed. A tank with riders and Move orders traveled the same distance in one minute as a tank with riders and Fast orders. In a TACSOP with tank riders the speed/movement orders that the AI will actually implement are Hunt, Slow and Move. Generally speaking which is the best choice between the three?
  13. Ian, do you think the below would work then? Or is it just FUBAR. 1. Coordinate the tanks/riders arrival time with the end of an artillery barrage. 2. Have the tanks remain buttoned. 2. Plot MOVE movement waypoints for the tank. (You cannot use Quick or Fast when riders are on the tank.) 3. Give riders a Hunt waypoint at the destination so If the tank stops while taking fire en-route to the destination the riders will dismount and take cover where they dismounted at. This may keep them safe until the end of the turn when you can intervene and give appropriate follow up orders. 4. Give the tank Target area & Target Light area orders from appropriate waypoints along the tanks route of travel distributing suppression to more potential targets.
  14. <Snip> What is that contact icon near the HMG icon? Can it be other team-members that I don’t see, or does it imply there are other infantrymen there from some other squad? Pretty much what IanL said. I would add a reasonable guess that it could be the ammo bearers for the HMG. I am still polishing my SOP on this one but here is what I attempted in a PBEM that just ended. I welcome suggestions to help with the polish. 1. Give the tank the Open Up order. (This will help the tank crew realize when/if they take small arms fire) 2. Plot Hunt movement waypoints for the tank. (You cannot use Quick or Fast when riders are on the tank. If the tank takes fire on Hunt it will stop and allow the riders to jump down instead of getting picked off a few at a time as the tank continues at Move or Slow) 3. Give riders a Hunt waypoint near the destination so If the tank stops while taking fire en-route to the destination the riders will dismount and take cover where they dismounted at. This may keep them safe until the end of the turn when you can intervene and give appropriate follow up orders. 4. Give the tank Target area & Target Light area orders from appropriate waypoints along the tanks route of travel distributing suppression to more potential targets. The alternative is to accept casualties among the riders and keep them on the tanks until the tanks make it to their destination with the surviving riders. This alternative may work in some cases however like so many things in this game it is a command decision we have to make.
  15. +1 Iron All the Way! http://community.battlefront.com/topic/119218-skill-level-iron/ This is a great idea for a house rule. When a game allows tank riders, CMRT and I hope CM Bulge, I put the Platoon HQ on the back of another platoon tank if the platoon HQ tank is knocked out.
  16. Hmmm, so that is why it was 24 rounds. I didn't know how the AI came up with the number. If C-Team would have had a Thompson, or just ammo for a Thompson, C-Team would have given A-Team one mag for the one Thompson that A-Team has? Since the two teams are from the same squad they can be recombined and I think level the M-1 Garand ammo that way. Cool, cool game.
  17. Actually, I'm thinking after you retire you can teach at a staff college. Very impressive. Again I really like the grid overlay on the map. The trackers are a work of art and useful. Looking forward to the fight.
  18. +1 I think this is one of the reasons that make the Fast command more useful than I originally understood. If you want to move a tank from one cover to the next, in most cases, you might as well use Fast. The tank will slow on its own when necessary and the increased speed does not increase bogging as I had originally thought. This I may be misunderstanding. So does only the first fence line crossed by my tank cause damage or is there a cumulative effect from all three fence lines my tank crossed?
  19. I think it is this one: Hills Town Water (1120x736) 010 Link to the thread when the new ones were released is below. http://community.battlefront.com/topic/118485-coming-soon-27-v311-qb-maps/
  20. Look forward to this. The map looks like one of the new Quick Battle maps that were released by MarkEzra several months ago. It will be interesting to see a battle on it.
  21. Some units will automatically share ammo if they are within two action spots of each other. As womble said you can tell which ones will share because they will both highlight at the same time.
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