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Chibot Mk IX

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Posts posted by Chibot Mk IX

  1. I think this is a bug. Many times this happens when the casualty falls on the boundary of two tiles, that is very likely cause the trouble you experienced.  Also , here is my guess,  if you try to use a team with very limit headcount they will usually refuse to aid. Sending a squad could work but not guarantee.   

    I have a save file that a KIA pixeltruppen surrounded  by couple squads/teams on the adjacent four tiles but no one help even after couple min.  I will look for that save file later

     

    Here is a screenshot of my current game

    a two men Volkssturm Plt HQ team refuse to aid an injured comrade.

    buddy aid 1.jpg

  2. 14 hours ago, umlaut said:

    Normally, they dont. But in this case it could seem like the troops are shooting at the same moment as the germans are surrendering. Also, it seems like there is incoming fire from some troops outside the picture - perhaps a unit area firing at the german position?

    I noticed that even an enemy team has been wiped out, TacAI will usually will keep firing another 5s. So these poor pixeltruppen could be caught in a 5 seconds rage.

     

    another explanation is there is one or two hidden enemy behind the fence , so TacAI fire at those hidden targets but hit the surrendering dude

  3. 8 minutes ago, Dr.Fusselpulli said:

    I know, most ATGMs are not designed to work on the move. I don´t want to use the weapon on the move, but while coming to a halt on a "pause". If a vehicle stops for 90 seconds because of a pause, this would be probably enough time to fire both TOWs into the target and even reload them.

    "Pause" , fire then retreat works for infantry ATGM team, but it doesn't work for ATGM vehicle. it looks like that on a vehicle any movement order will override the action to fire ATGM

  4. 3 hours ago, slysniper said:

    Well, just for the fun of it, I wanted to see how bad his luck was.

    because I know IS-2's are tough, but not that tough.

    the bad luck could be caused by impact angle

    ZAKWyOG.jpg

    Just look at how many 88mm AP rounds failed to penetrate the IS-2's side armor.

     

    The amazing strong defense is caused by the posture of IS-2 . It makes the German AP ammunition impact at a 30 degree.

    ErTMYyT.jpg 

    jMmFtnO.jpg

  5. 5 hours ago, Aragorn2002 said:

    I didn't see any G41's, but I must admit I haven't looked for them either. I did see quite some G43's though.

    Here is a screenshot from CMRT's stock campaign "blunting the spear" , the PzG plt on the far left.847907911_infsqd.thumb.jpg.5cedcaf3f2ad3e4b14ddebfe86f0f603.jpg

     

    1 hour ago, zmoney said:

    I haven’t seen any of the stg 44’s either. Maybe just my luck

    Yes, I noticed that too. I have a feeling that in 44 OOB the stg 44 slot now belongs to G43, and pixeltruppen armed with G43 in pervious version are now equipped with G41 .

    Also all the AFV crew's P08 changed to P38

  6. I noticed that with F&R update, the German infantry does have G41 now .

    That's a great news. On the other hand the number of G41 seems to be too high in an infantry platoon. 

    G43 is also in German infantry squad, but you will see more G41 than G43.   You can check the stock scenario / campaign, or deploy a formation in mission editor. There is some randomness,  on average, 4 G41  and 2 G43 in each platoon .

     

    I won't call this as a bug, but considering this is late war period and the number of G41 built , this is a topic worth of discussion 

  7. On ‎3‎/‎14‎/‎2021 at 4:43 PM, Ultradave said:

    Yup. That's one hint for everyone. If you've got scouts, before turn one, ACQUIRE the Dragons in the M113. One launcher, usually 2 or 3 missiles. And all the LAWs they can carry. If you dismount they'll leave all that in the track. Goes for infantry as well ....  get those LAWs (and might as well grab all the 40mm grenades while you're at it). 

    But won't the heavy load exhaust infantry team at a faster rate?  If my memory is correct , in CMBS, a squad will not be able to use "Fast" order after acquire one Javelin launcher and 3 missiles. They will become tired with half minute "quick" movement.       ( one of the solution is to have the squad take launcher and 1 missile, let another team or even the HQ team in the same platoon be the ammo bearer , carry another 2 missiles)

  8. 22 hours ago, chuckdyke said:

    It is very hard in a PBEM game. It requires honesty. Area fire without a contact icon is a no no. when I play the AI or on Hotseat. Command and control is everything if you play Zeus on Mt Olympic and decide which mortal will share your situational awareness the game is pointless. You plan an attack, and you need communication between armor, FO's, scouts, engineers, and infantry. From the SMEAC formula peel the last 2 letters. Administrations Logistics and Communications all the different factions need to communicate with each other. Vertically and Horizontally so when 2 scouts get a contact inside 3 turns every unit in your organization will get the same contact. It is the function of wargaming to come up with a model which works in real life. The guys with the binoculars, maps and radios control the battlefield make sure they communicate with each other.  

    I agree with you on this. That is my personal HR when I play single player game. The problem is not too many other people care about C2.  It's very hard to find an opponent to share the same opinion on this topic. 

     

  9. 36 minutes ago, chuckdyke said:

    This issue has been noted and if you like to cheat yourself it is entirely up to you. Some people make some rules to make the game more realistic. If you break them, it will be difficult to find an opponent. 

    Please be more specific on that.  Many opponent will have HR restrict pre-planned Arty, I haven't meet an opponent that restrict area-fire.

    If you are talking about Bil Hardenberger's  Hard cat rule, it is an interesting HR that put more emphasis on C2 and even add some role playing element into the game. I am really enjoying that in my single player game. But I haven't meet any opponent that would like to implement Bil's HR in PBEM game 

     

     

     

  10. 5 hours ago, badgerbadger said:

    This might be a stupid question, but I'm curious what people do after they locate enemy vehicles this way.

    Due to CM's unique relative spotting feature ,  information sharing will be an important procedure.  The Infantry team knows there is a BMP 500m ahead hiding in the woods , but the tank crews don't know until the information passed to them. Without the latest enemy position update, a tank has to go through all kinds of spotting check .

    There are some discussion on information sharing process, and some bug , frustration behind this.

    If information sharing doesn't work, or in some circumstance you don't have time to make this work, knowing that a BMP ahead as a player can still be helpful. You can adjust your plan accordingly, for example , you can make the tank stopped at a hull down position.  Or area fire couple HE at the BMP's position then scoot back. Mess up BMP's optics, make your opponent nervous. If lucky, a direct hit HE round can penetrate BMP's armor.    

     

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

    An out of box thinking , if you have enough time and your opponent don't move his AFV very often. Bring up ATGM team or Arty spotter (using PGM) to take down enemy AFV

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

    5 hours ago, badgerbadger said:

    My feeling with CMBS is that weapon systems are so lethal, and first-spotting is so decisive, that rolling vehicles up to known enemy contacts still means they get spotted first and blasted just because moving vehicles get a big concealment malus. 

    That's true . even powerful M1A2 and T90AM will have this penalty, but their penalty is very minimum due to their superior optics like gunner's Thermal sight, CITV    (commander's independent thermal viewer) etc.     Oplots will have a more significant penalty.

     

  11. Guys. Again, the casualty is NOT caused by Area Fire.    This is CMFI 2.11,  

    Here is the save file of that turn's planning phase

    https://www.dropbox.com/s/mmzoi1mx7ueuob5/Monte Cassino 0201am 001.bts?dl=0

    Please note that the 1st HMG section / 1/5/B do not have any area target command 

    Here is the turn's replay 

    https://www.dropbox.com/s/91s61e1w9s8oou4/Monte Cassino 0201am Friendly FIre at night 001.bts?dl=0

     

     

     

     

    Here are some video clips

    Part I, the first 30s of the turn , everything looks normal, HMG team fired one burst at Jerry at 20s, but aimed at friendly units at the end of clip

     

    Part II,  HMG team fired two burst at friendly and caused one KIA

     

    Part III, last five seconds of the turn. HMG team shot at friendly units again.

     

     

     

  12. For very long time I thought CMx2 will not have a friendly fire caused by small arms fire , and it will not have blue on blue fire incident during night combat (back in CMx1, this is a very big concern during night combat).

     

    But, I noticed an incident.  CMFI , Polish campaign , mission 1, difficulty set at Iron. Phantom ridge north VP has been cleared in pervious two turn. I ordered all area fire ceased , the HMG gunner can pickup any target in their sight. 

     

    Here is what happened 

    Before:

    zwE2mVu.png

     

    After :

    ZK9FlmV.png

     

    HMG team kept firing at their comrade

    GRksAoh.png

     

    From HMG's perspective 

    1KCyOhG.png

     

  13. Thank you for correction.  I must toke too much vodka and thought there are four platoons in a company.  : ) 

    5 hours ago, DMS said:

    Soviet doctrine gave more focus to maneuver than to fire. Fire elements were MG and mortar companies at battalion level, HMG at company level. (50mm mortars were mainly dropped by 44-45) MGs usually had few mags and were not expected to perform long firefight. Company had to get as close as possible after hits of own artillery, in formation with other companies.

    Thank you for the insight. I didn't think about that.   I thought the rifle platoons function as fire elements but then puzzled by the very limited DP pan magazines. 

    Now I remember someone told me, when you noticed a soviet army units with unique organization structure , don't think that unit is going to preform a special task , but think that is an amplifier.   So I guess the rifle Co. will be a shock troops,   the Assault Plt. is an amplifier of the volume of shock.   Then the HMG section in the Company will advance together with Company HQ, lay down suppressive fire under the Company Co.'s command ?  That will make command & Control much more easier. 

    5 hours ago, DMS said:

    In the end of war platoons could have only 2-3 MGs. (With few magazines, by the way. With 1-2 47 round magazines for each DP in some "tired" divisions) So "heavy" squad was squad with 1 MG, not with 2 MGs.

     

    4 hours ago, akd said:

    The 44 org has been reduced to 3x 7-man squads with 1x LMG per squad

    That makes more sense, I can't image how a 6men team can handle two LMGs.  thanks! 

     

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