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Chibot Mk IX

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Everything posted by Chibot Mk IX

  1. +1, I have a bunch of save file on my disk, all feature the BMP-3’s ammo cook off obliterate the infantry squad in the adjacent grid. They are also dangerous to other AFVs nearby. I remember there was a game I fired two Stugna-P in one turn, and that caused four BMP-3’s destruction.
  2. Hi Vacillator I think we have a little confusion here. All the screenshots are taken during the PBEM order phase, these commands will have impacts (sometime a huge impact) on the next PBEM turn's combat result. Just like the regular move/fast/target orders, you need to make a plan first then input these orders during the ordering phase then hope for the best result comes out in the next turn. For example, the sceenshots in first post feature Volkssturm troops. In the pervious turn, I used hide+target arc command to successfully build an ambush zone for the soviets. Cut down at least 10 soviets infantry in less than 20s. But I saw my opponent had two more squads + 2 HMG return fire at the end of the turn. I need to move out. I don't want to get the troops pinned down, then either be picked up by sharpshooter one by one, or eliminated by a T-34/85 HE round. So I issued a withdraw order. I hope in the next turn, in an ideal situation, the Volkssturm troops will getup and run out of the building ASAP. Same as the BMP-3 area fire screenshot. I issued the orders. I hope during the next turn's replay, I can watch the BMP-3 turn the turret into the correct position, move to the fire position, pause for 5-10s, finish aim process (likely to take 3-4s) fire one air burst HE round, then move back to safety before Javelin finish the lock (usually take 15s). After watching the next turn's replay , I was glad to find out it works. I eliminated the Javelin ATGM team while the other hidden US Javelin ATGM teams failed to interrupt the BMP-3's action. Of course, let's assume my opponent had a M1A2 hidden in the wood then the plan would failed miserably. in that case, the M1A2 detect the target while my BMP-3 were on the way to the fire position. Then my BMP-3 stay in the fire position (pause for 5 s), in the meantime M1A2 fired one APFSDS, smashed into the BMP-3's hull caused an ammo cook off. That is the end of the story. Fortunately, that didn't happen in my PBEM game. Sometime this is a risk you have to put into the consideration.
  3. Battle Technique - Using Listening Halts Bil's blog mentioned about how to use pause to increase situation awareness for infantry squad/team (also the pause make them rest) https://community.battlefront.com/topic/81192-shoot-n-scoot/ we used to have shoot and scoot in CMx1. this topic talks about how to use pause and movement order to setup a "poor man's " shoot n scoot in CMx2 it is very unfortunately all the pic are gone. and in modern battle shoot and scoot will keep your casualty low. Here is an example, a two men infantry team spotted a Javelin. They run towards the BMP-3 and transfer the information to the BMP-3 commander verbally (turned out) BMP-3 issued a couple waypoints combine with pause order. The purpose of that? Fire air burst HE to the target then get back to the safety before the Javelin ATGM can finish the lock, then reload and repeat this process. or an ATGM team rush into the fire position, fire the missile then running towards the safety before the enemy retaliate with HE (this is a PBEM game, so I know my opponent is very likely to use area fire next turn)
  4. then can you please recommend some maps that can be used as an ideal testing environment?
  5. that's a good suggestion, as long as your opponent don't bring up an ISU-152 next turn.
  6. OK, it looks like the "withdraw" button (or evade, or whatever that button called) is not equal to "fast". run the test # 2 a few more times. withdraw command can ensure the pinned down squad get up and running down stairs in the same tun. A "fast" does not generate a guaranteed retreat. They will be kept at pinned down status on the upper floor for 1-2 more turns with "fast" command.
  7. Thanks for sharing that, I am in the middle of my tests, will read this report later. In the first test I put a 3 men StG44 team and 2 x 3 men SMG team (1 x MP40 team and 1 x PPSh team) on the map, let them target buildings at 190m distance. From the sound effect and ammunition consumption, I found out the StG44 is no peer with SMG on rate of fire. StG44 guys shot the building under single shot mode, SMG are under short burst mode. Need at least two more tests on: 1, let StG44 and SMG team to target unarmed pixeltruppen , and find out how many casualties they can cause in 1-2 min time period 2, let StG44 and SMG squad shot each other at 190m distance , run the test a couple times, to see which side can win the fire fight and what is the success rate.
  8. BTW, that is not CCTV. the screenshot is coming from a stock market analysis TV show aired on the Shanghai Dongfang/Dragon Television. It’s fake, but the guy on the screen might have a better credibility on predicting future wars than predicting stock market.
  9. Does anyone know how to make mounted PzG squad's LMG gunners standup and fire the LMGs when mounted on SPW? I used open up , then click the PzG squad, target area. it's always the K98 and G43 riflemen stand up and fire Thx
  10. Panzergrenadiers mount on the truck also need some love they can be split into 3 teams
  11. Hetzer….. There is a user made scenario, a group of German stragglers supported by a Hetzer trying to breakthrough Soviets encirclement in a rainy Latvia day. Right after my Hetzer took down the Soviets T-70, an ATR round penetrated Hetzer’s side plate, kill the gunner and the commander, effectively mission kills it.
  12. yes, the in-game firing ports first implement in CMA. Later CMBS, CMSF2 and CMCW all have this feature added.
  13. A little bit OT. It has been discussed many times, but I still want to mention this again. SMG has both high rate of fire and high accuracy to hit the target as far as 190m. It is worthy to run a test, to see how a squad is armed with StG44 compared to a SMG squad when shooting a 190m-200m target.
  14. and Test #3 Put the SS squad in the open , one Soviet SMG squad area fire (I have to reduce the SMG squad to 1, because SMGs are OP even at 180m distance, with two SMG squads, there will be no survivor after turn 1) So, I issued the withdraw order, same as test 2, pinned down text disappear although the suppression level is still there. And the remaining survivor of the SS squad successfully pull out at the end of the turn 2. So, see the difference?
  15. You may have a point as I remember someone else mentioned the same thing before ( withdraw order = a fast order). If it is true then the whole issue become “the ground floor is a no way out death trap.” I can do some test and hopefully get a conclusion tomorrow. Meanwhile, here is a test that proves the ground floor is a trap. See test #1 Put a German SS pioneer sqd in the ground floor. 180m away 3 x Soviet SMG sqd area fire the ground floor. So at the end the turn (28:00) the SS sqd was pinned down. Since I cannot issue a withdraw order, I put a fast order to get them outside the building. But 27:00, they didn't move Same as 26:00, 25:00, 24:00. Not until 23:00 when Sov SMG squad running out of ammunition , did the SS squad finally pull out ******************************************************************************************************************************************* On the contrary Test #2 Put SS squad on the upper floor, same configuration , 3 x SMG sqd area fire the upper floor at 180m away. At the end of the turn the SS sqd was pinned down. I issued the withdraw order , drag it outside the building (note that as soon as I hit withdraw, the pinned down text disappeared, but the suppression level is still there) , hit start. In less than 5 seconds , the first pixeltruppen run down the stair, then followed by 2nd, 3rd. By the end of the turn, everyone gets out of building and is out of SMG sqds’ LOS completely.
  16. We used to have this command back in CMBB Sewer movement
  17. Here is a very interesting read. @LongLeftFlank While reading the post from Galeev and Suyi控 , one of the Suyi控’s opinion posted back in Jan caught my attention. He believes the Putin’s war preparation began as early as 2016. https://www.zhihu.com/question/566794678/answer/2837159962 He presents two arguments. 1, Russia formed 10 division from 2016-22. Usually people believe this expansion is a Shoigu’s office politics tricks , to appease the Russian army officer corps (because Serdyukov's reform kills a lot of promotion opportunities for the young officers) . Here Suyi控believes this is a sign of war preparation. 2, most interesting part, he states that Russia rapidly expended the ammunition production back in 2016, he put two references , https://tass.ru/ekonomika/13526061 https://realnoevremya.ru/articles/81757-opk-gotovitsya-zavalit-rynok-feyerverkami-vmesto-patronov I am not sure how strong the evidence is because usually it doesn’t tell too much if the market of ammunition + special chemicals increased 23% revenue from 2015 to 2016. But I have never heard any other similar opinion claims Putin prepare this “SMO” as early as 2016. Anyway, an interesting read.
  18. Reminds me a joke from Suyi控 and other Chinese milbloggers, It's a joke, and hopefully not insult to the people went through the red terror years, but.... https://www.zhihu.com/pin/1486064369037991936 Another guy replied.
  19. Are you sure T-34/85 has canister? FYI I am looking at FR Rumble at Reitwein. None of the T-34/85 has CAN. However, there is an OT-34 on the map that carries CAN.
  20. It's WEGO mode. You cannot generate a withdraw order at first floor. And if the units are pinned down on the first floor, they will ignore the fast order
  21. Yes, so far this is the best option if you expect receiving heavy incoming fire. Unfortunately, that doesn't work for those on the 1st floor.
  22. As some of you may know, the withdraw order doesn't work if the infantry units are on the first floor of the building. It works when the units are stationed on the upper level, the default withdraw order will bring the units into the first floor of the same building. And for the units that are close to the building but outside, the withdraw order will bring them to the closest building first floor. Note this could causing some issue in urban fighting, especially if you are the defending side. I just experienced one as in pervious turn, my Volkssturm troops ambushed a squad of Soviet infantry. At the end of the turn, my volkssturm are under heavy PPSh fire. My plan is to bring them out of the building, run safe to the new position across the street. I hit withdraw, that generate a WP to the first floor, then I issued a fast, hope they will running out the building in time. However, the problem is, after the Volkssturm reach the first floor, the withdraw phase is over. The suppression level made my men pinned down on the first floor. Then in the next three min, they refused to carry out the last leg of maneuver, and be cut down by Soviets small arms fire one by one . I cannot issue withdraw order because now they are in the first floor.............. I would say this is a bug. It's very annoying because it will make fighting withdraw in the urban impossible to carry out. Also, another annoying part is when enemy bring big gun to area fire the building. If your troops are pinned down on the first floor, then you can do nothing but watch them perish in the constant bombardment.
  23. Good for you!, The round 3 scenario feels like a torture. Well, got be more polite. This one looks like a fun scenario in single player mode, but it is not a good idea to pick this in a PBEM With Soviet BMP-2s park in front of the place where the US reinforcement pop up, I lost the interests to play the game, I just hit done after opening the file in the last couple turns.
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