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Chibot Mk IX

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Posts posted by Chibot Mk IX

  1. Thank you Kohlenklau 

    Just finished BARB The Double Zug Hug. What a fight !  

    I achieved a total victory in the end but to be honest I just come out as the lucky one on the battlefield.

    However the cost is still very high. 2 Panzers lost (one unrecoverable lost, ammo cook off, all hands lost. One lost gun and 3 crewmembers), 1 Panzer heavily damaged. 

  2. IMHO, these are all good measure to counter ATGM.  

    First of all, put yourself into the defender's shoe. Study their defense position, ask yourself a question if you are the defender where you want to put your ATGM at? Then ID 3~4 likely ATGM fire position (man ,I hope the future CM can support put a marker on the map!)

    If you have enough time, hide the main body behind good cover. Send out infantry, fanout them into good observation post. Then send out one or two APC as a sacrificial lamb, lure the ATGM fire and expose them.

    If time is not on your side, use fire and maneuver . The fire section should be put into a good hull down overwatch position. The maneuver section use well planned cover route to move forward. Be liberal on area fire.

  3.  

    On 11/8/2021 at 3:59 PM, Erwin said:

    Over 300 meters to an enemy my SOP (usually) is to be unbuttoned.  Or, have the lead tank(s) buttoned with the overwatch tanks unbuttoned.  In closer range combat it's dangerous to be unbuttoned unless the enemy is mostly wiped out and one is simply mopping up a demoralized/suppressed enemy.

    Sorry to hijack this topic. a recent game made me to re-think long distance engagement. I would add if you put your tank in woods , sometime it is better to keep it buttoned even in a >1000m tank duel.

    In CM the armor piercing rounds have remarkable anti-personal effects. I have seen an AP missed my tank but the splash on the ground killed an infantry 30m away from the impact point. Another AP missed it's armored target, hit a tree and kills 3 infantrymen instead.  In a long distance engagement , some of the AP will overshoot, hit trees overhead and is likely cause casualty to an unbuttoned TC nearby.    

  4. On 11/28/2021 at 9:27 PM, Sgt.Squarehead said:

    It would be better to pause for ten seconds and target for fifteen.....Javelin can lock on in thirty seconds IIRC. 

    Yes, I put pause for 10s and target briefly for 30s ( I just like to double click target order and pretend that will double the firepower :) )

     

    On 11/29/2021 at 1:47 AM, Grey_Fox said:

    15 seconds from spotting to firing for Javelin.

    Regarding lock on time, I thought it is fixed at 15s in CMBS and 30s in CMSF (at least in original CMSF 1) . I did a test a couple days ago. it's no longer a fix value but seems to related to experience level with latest steam version. In CMSF 2 , a regular took 22s and an elite took 15s. In CMBS, a regular took 18s and an elite took 12s.  Might need a couple more tests to confirm this finding.

     

  5. 1 hour ago, Ithikial_AU said:

    @Chibot Mk IX - With the panzerschreks were there any other schreck teams or spare rockets in the truck nearby? Heavy weapon ammo can be shared with nearby units. It's why on map mortar platoons bunched together appear to have 'so much ammo' when it's really a pool the individual unit can draw upon in it's current position.

    Test the Germans in CMSF. Pick up additional faust rockets and then try to buddy aid. The German Panzergrenadier squads in CMSF2 can be overloaded very easily.

    Yes, I am aware of ammo sharing feature. That is a very handy feature in modern title when you need to rapidly move Javelin team from one fire position to another , or in case it is too dangerous to bring supply truck forward to replenish your forward deployed ATGM team ( in both case, let HQ commander team carry extra missiles , lol)

    So in this test I acquired all 16 rockets from the truck. As you can see from the movement panel. They are not be able to "Fast" or "Quick".  

  6. On 10/26/2021 at 1:36 AM, Ithikial_AU said:

     I believe total weight held by the squad will also come into play.

    It doesn't look like the total weight plays a role in weapon recovery. 

     

    A soviet inf sqd depleted their ammunition sent to first aid a squad of fallen sub-machine gunner , two riflemen provide first aid 

    iL1c06r.jpg

     

    they refuse to pick up any SMG , they didn't even bother with to pickup 7.62mm x 25 ammo. Only 8 hand grenade recovered 

    v555vTp.jpg

     

    Here is different story, a German Panzerschreck team provided first aid to a sturm squad. They have total 22 rounds rocket on their back, it's so heavy that they can barely walk. But in the end, they picked up two MP44 plus enough clips

     

    U57AfrZ.jpg

     

    g9VfESi.jpg

     

    MhiwsLG.jpg

     

    Quote

    When my MG3 pixeltruppen went down, the others would not pick up the LMG given the total weight held by the remaining mobile squad members was already too high.

    I will do some test in CMSF2/CMBS/CMCW later. But I think in modern title pixeltruppen will refuse to take 7.62mm LMG. Their pickup priority are Javelin , RPG and LAWs 

     

    ***********************************************

     

    BTW, I would love to see more unauthorized weapon in pixeltruppen's hand. BFC has already given extra BAR to US Inf Sqd and Beretta SMG to Germany sqd in CMFI. Wish one day we will see MP40 carried by regular Soviet infantry squad and PPSh in Germany pixeltruppen's hand

     

    t2Olvct.jpg

     

    ynvxKyc.jpg

     

  7. 17 hours ago, Monty's Mighty Moustache said:

    Any movements by the armour will be led by the Tigers for this very reason, I don't trust the Panther Gs with their iffy armour to take that job on.

    MMM

    I would be more worry about 57mm Zis-2. 

    76mm Zis-3 pose a great threat to infantry but it is a meh against late period Panzers. It cannot even penetrate StuG III's front. Flank shot is a different story, that's why put a Tiger at front helps , (82mm side armor should make it immune to Zis-3)

  8. 16 hours ago, Erwin said:

    However, in RL my understanding is that a rifle may be more valuable since most engagements are at ranges greater than that of a SMG.  Originally, CM2 tended to feature short range combat due to small map sizes.  As computing power has increased we are now blessed with larger maps than years ago.  :)

    I guess this brings up another problem , SMG in CMx2 is a little bit of OP, too accurate , too lethal

    15 hours ago, chuckdyke said:

    From an SS Veteran they preferred the K98 above the MP40.  

    hum, interesting. Never heard this before

    15 hours ago, Freyberg said:

    If you want to play urban or close-quarter maps with SMGs, the best way to get your fix is to play as Soviets :)

    Yes, but as the battle goes on, you will have less and less SMG firepower.  Ivan rifleman just don't want to pickup those PPSh :) 

     

  9. Another question is who carries smoke grenades and how many they carry? For a very long time I thought the Squad Leader carries one smoke grenades. But I just realized it’s not the case in recent gameplay, I was surprised to see the two man scout team carries smoke grenades. Then I checked couple scenarios in CMBN and CMRT. Yes, if you hit split team button, smoke grenades will be carried by team A lead by SL. But if you split the squad by scout team, then here is the tricky part : US and UK infantry squad , they have 3 sections. After you hit split scout team twice the smoke grenades will be on second scout team’s hand (Detachment C) , the Detachment A which has SL in do not have smoke grenades.

    German infantry squad, hit split scout team once then the smoke grenades goes to the two men scout team B. Team A’s pop smoke option is grey out.

    German 8 men PzG squad (Sdkfz 251) , hit the split 2-men scout team will create two teams both have smoke grenades.  

    So who is carrying the smoke grenades?

  10. CM’s weapon recovery puzzles me.

    In WWII title almost everyone can recovery a LMG,  Panzerschreck/Bazooka or a StG44 through first aid (I am happy with that), and I can understand pixeltruppen refuse to pickup an ATR or a SLR like G43 or SVT, guess they are heavy, hard to maintenance.

    But I don’t understand why a rifleman refuse to recovery a SMG, do they trust their bolt action rifle more than a sub machinegun?

  11. On 9/24/2021 at 8:47 AM, Monty's Mighty Moustache said:

    KG ZENTRUM

    Everyone hit the snow but no more shots fired and no contacts. I will move the scouts on the next turn to see if I can provoke a reaction.

    I am wondering if a recon by fire will provide a better result. Setting up a fire base to over-watch that direction, get a two men scout team to randomly fire in any suspicious spot, hopefully it will trigger return fire.  I haven't played this scenario yet. But from description on weather , the visibility should be between Mit Karacho and Vengance. An effective spotting range on moving infantry units should be less than 100~150m, but if someone is firing, the muzzle flash will reveal his position to 300m away.

     

    On 9/30/2021 at 7:16 AM, Monty's Mighty Moustache said:

    2nd squad/A team have finished tending to their dead comrade so I bring them into the treeline for cover. They did not manage to recover the MG42.

    Maybe you should get the Camera close. Hopefully there is a surprise waiting for you. In CM WWII Games, LMG can be picked up by anyone except another LMG gunner, flamethrower , bazooka / Panzerschreck.

    Sometime the weapon UI won't show the LMG has been picked up. But if you get the camera close, you will noticed that the LMG is on the first aider's back. He will switch to LMG in an intense fire fight.  

  12. 8 hours ago, Monty's Mighty Moustache said:

    I haven't played much of the non-WW2 stuff but usually I don't unbutton anything that has "IR Optics" listed in the subsystems damage panel, thermal optics are better than the mark 1 eyeball.

    MMM

    I think in CM the "IR optics" covers a very broad gunner sight equipment , from gunner's near infrared sight to thermal sight that works at far infrared spectra.  For example BMP-2 and T-64BV they do have "IR Optics" in their subsystems panel. I don't expect these two have same spotting capability as a M1A1.

    Also, since IR Optics covers only gunner sight. unbutton should help to improve commander's spotting capability.  Many of the 80's AFV's commander don't have a commander's thermal sight. Some can use Gunner's Primary Sight Extension to see  what the gunner can see but that means the commander cannot preform scanning.  So keep commander unbutton should help.

    But for anything that has CITV, Cmdr Video, I will definitely keep the vehicle buttoned   

  13. 21 hours ago, George MC said:

    I'm not sure in H2H the points balance out and it is 'balanced' (If players are looking for balanced there are always QBs) but if it provides an exciting and fun filled mission then success. Hope and trust your oppo enjoyed it? 

    Regarding if this scenario is balanced, I would say if both players play this blind then it is moderate pro-Soviets.  German side has too many things to worry about, too much uncertainty to bear with. But if both sides know the map/setup zone well, then it is a balanced or even slightly pro-axis.

  14. 14 hours ago, nik mond said:

    There is one detriment I experienced occasionally using blind area fire. That is the unit firing getting sniped by an AT gun. I'm not sure if that is because the unit conducting the recce is viewed as a sound contact or visually obscured then suddenly lights itself up as it starts firing. But I find blind area fire a risky endeavor at times.

    The muzzle flash will reveal the shooter so it is always a risk. But play it smart it could benefit the player

     

    I remember there is a user made scenario in CMRT (probably it's AD Farmyard Skirmish ) , a German Straggler co. attack a village.   The weather is Heavy rain, visibility is very low. Soviet defender scatter in the village however you could run into a deadly SMG gunfire trap because effective spotting range is less than 80m (but muzzle flash can draw return fire 300m away). So here is the trick to break Soviet's defense. Make the whole Co. get into a fire support position 150-200m away from the village, send a two men scout team forward, then area fire any suspicious position. it will trigger Soviet's return fire and it is very likely they won't survive very long under the firepower of your whole company.        

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