Jump to content

mg422

Members
  • Posts

    9
  • Joined

  • Last visited

Everything posted by mg422

  1. Found out in my case if dismount order for riders then issue move command for riders with a pause in the command for the tank for 20 seconds and then have tank move it will work. So that is how you can move riders off a tank and then move the tank in the same turn when one plays wego. Should fix page 42 in the RT manual.
  2. I notice that when you play wego at the start of the turn, you want the riders to leave the tank. So you issue a move command to the riders and you pause the tank for 30 or 45 seconds (at the start of the turn) and then ask the tank to move for the remaining portion of the turn. The riders stay on the tank and will not dismount until the tank moves then stops after the initial pause command. This was a case when none of the units were underfire. Did this also for HQ platoon. All the units had arrived to the battle on that turn. This occurred in tutorial battle 3. Other items that I have seen. Noticed this in the manual and when you were playing on Saturday. Dont know if there is a reason for it. Sometimes the # of crew in the weapons box (box 1 on page 32) and the crew picture (box 2) do not match. An easy way to explain is if you look at page 37 of the cmrt manual. For the mortar, it shows 4 guns for 4 members but in the picture it has 5 bubbles for five members of the crew. I see this in t-34 85 mm in the tutorial campaign battle 3. No radio operator is displayed. Also do you explain in the manual how AA guns can target planes? So can a user issue a fire command on a plane? Do not know if this is explained in the manual. Also can mortars now be fired from within a halftrack? I dont think it can. No note in the manual like in the previous ones. Pak 50mm onn page 108 shows ammo for 150mm weapon. Lastly, I think that if you preorder the game you should not release the game to the public (non pre-orderers) for at least 24 hours after the preorders receive the email.
  3. I am a big fan of the game and not to be a downer but... I feel like with the game the way it is configured, the true effectiveness of the pz. aufk as a unit is not very well modeled in the game. Halftracks with their limitations (rarely using their guns) and being way too easy to destroy. Same goes with the armored cars and aa units to some extent. AT guns and their issues with set up and movement (also limited ammo supply for an 88 mm). Off-map Artillery and lack of effectiveness against destroying tanks (can immobolize but need 155mm or higher to destroy). No motorcycles. On map SPs not being able to indirect fire. Make it a unit that somewhat reflects the deficiencies of the game, there are work arounds but still should have been fixed by now. Womble if we have to wait much longer for RT then I will start making 2.12 versions of cmbo scenarios. Rather start doing it with the latest and greatest version. All about the triggers. Will let you know when the first one is ready.
  4. Womble thanks for the advice. Start doing it once 3.0 version comes out. Found from Rosado and Bishop that the 201st Rgt. (book is Panzers of WW2, Brief summary of each division found at Barnes and Noble for $12) , had the following at some point in time from 1943 til the end of the war. Pz III: 24 Pz III (75): 17 PZ IV: 30 PZ Sturm-i G: 7 PZ Bel: 1
  5. I hope that there will be a deluge of scenarios created once RT comes out. Also if any one knows a guide or pointers out there how to transfer scenarios from CMx1 (CMBO, CMBB) to CMx2 (CMBN, CMFI, and CMRT). I would love to see it. I know of GeorgeMcs CMSF scenario manual and the CMMG guide but would like to see how something from CMBB could be modified to CMRT. I know the difference in game engines and map making are a few hurdles, but some tips and tricks would be nice. Panzer Truppen by Jentz is a great source for TOE.
  6. I own all of the CMx1 and CMx2 versions except for the CMSF series. So it is great to see this product evolve over time. I also have ordered CMRT because I do feel that BF does improve their products over time. Below is my list of items that I have questions on and I do not feel that in all cases I am the first to ask them. But it is difficult finding the answers in the forums so I will ask them. I only play WEGO and against the AI. -It would be nice to know what items are fixed or are planned to be fixedas a sticky for that product. Also those that will never be fixed. -Change in the difficulty settings so that if I play basic training mode, C2 is applied so then other members of the squad or platoon other then the HQ/FO/Scouts can order artillery strikes. One reason is this makes it very hard to play campaigns because you are putting the HQ units in harms way to order artillery. So over a series of battles in a campaign, you are constantly putting the hqs out into areas that make it difficult for them to survive. I find the spotting in the other settings to be too severe and cause the game to be very slow. -Allow weapon units such as mgs or mortars to target briefly multiple units in a WEGO turn. -Spotting issue of LOF in which one member of a crew sees the enemy but the unit will not fire because the gunner cannot. This happens too often. I am referring to Womble's thread of recent weeks. Or could I have the option to select a unit that is visible to me and it would highlight action squares for me to move to in order to get a better shot if I choose to do so. -Members of a unit that run out of their ammunition for their personal weapon will not pick up a fellow unit members weapon until all of their potential ammunition is exhausted. For example I have seen in a few cases if I have a split squad with a Tommy Gun and M-1s. The man with the tommy gun uses up all his ammo and members of his team our dead and in the same action spot. But the Tommy gun guy will not pick up the dead guys' M-1 because he has grenades left. -Along these same lines, if I have an antitank unit with a bazooka, and the bazooka man dies, I never have seen the bazooka be picked up by that same unit. Or if the bazooka man is wounded, gives it to another member of his team -Ammo bearers be incorporated into the squad of the weapon that they carry ammo for if that unit weapons incur casualties. -Will the ammo dumps in CMRT allow you to replenish every possible ammo for your side (mortar, smoke, grenades). Could that team then carry it to another unit and exchange it with another unit? -Split teams into individual soldiers so you can leave a member as a person as a gunner in a halftrack? -Will there ever be the option in realtime to stop the battle and replay the last 30 seconds or minute?
  7. I would like to be able to toggle on and off target lines/arcs. Also I would like to be able to see in WEGO when the turn is in movie mode those lines displayed as well. Also I would like to see the ordered movement lines as well in the movie mode option. There are times when I would like to be able to see what I ordered and what occurred. All of these with the option of turning it off just like trees, icons, etc...
  8. I have recently seen the same issues as Whiterider with QBs and happy to see that changes are being made to the QB format for CMRT. I would hope that this is also applied to CMBN and CMFI. I can provide examples of three battles that I played on CMFI+GL on 1.12 version in which the vast majority of the opposition (80 to 90%) on a map in which I am attacking are grouped in the backside of the map. The other 10 to 20% of the units act like a picket line. They do not move until my unit has eyes on them. This is a very frustrating issue for those that like to play versus the AI, I would have thought that it would have been resolved by now. The CMFI-GL map numbers are as follows 19, 20 and 136. I have the game files at startup and at periodic periods in the battle and can send them if needed.
×
×
  • Create New...