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Warts 'n' all

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Everything posted by Warts 'n' all

  1. That sounds a bit smaller than "Gog and Magog", where you have 11 King Tigers, 13 Panthers, and 8 Pz IVs. But, it might be that you couldn't remember the exact numbers. I think the advice that other people above have given should stand you in good stead in any battle involving enemy AT guns. I would just like to add that in regards to that particular battle. I kept my full force together on one flank, leading slowly with my KTs. Giving them a hull down position. They dealt with the Russian tanks and assault guns. I think only one or two had their optics damaged by AT gun fire. The Panthers join them to engage any suspected AT targets, clumps of trees, foxholes etc Then the infantry mounted on PzIVs close in. Just bear in mind, you don't need to see an AT gun to knock it out. If a HE round lands close enough it will do the job nicely.
  2. Would I be correct in assuming that you are describing the battle "Gog and Magog"?
  3. Both of the above could be correct. It's about 6 or 7 years since I played the original game.
  4. I'm not sure if it is the game per se, that is unrealistic. Perhaps designers feel that not too many of us would want to fight as the Allies in the slightly more open countryside around Caen where 88's and HMG's can fire for a KM or more.
  5. Thanks, I certainly prefer your explanation to the thought that my old Limey brain was playing tricks on me.
  6. When I first saw the map I'd assumed "Flak towers". But, of course, water towers make perfect sense.
  7. I don't know if is my imagination or not, but the German 50mm seems to feature in this game far less often than it did the original "Beyond Overlord".
  8. Yes, I would certainly enjoy giving some bigger battles, or a campaign a crack. Thanks for your efforts so far.
  9. Just played 11SEP.... Battlefield covered in dead Russians, and three burning tanks. I was tempted to advance with a few minutes to go, when suddenly a spray of canister came out of the trees and took one of my men out. And I then noticed a tank sound contact planted right on top of the VL. It was certainly a lot of fun to play, and I could imagine that there were quite a few small scale engagements like this during the Summer of '44.
  10. Yes I wasn't sure of the dates either. Just took a quick look, the armistice was signed on 19th September, but the ceasefire had been agreed on the 4th September. The main Russian assault began in early June so that fits in nicely with Red Thunder's time frame. In the meantime I tinkered with my voice mods so now yours works perfectly. I took a beating in the 10SEP battle. I knocked out one light tank, immobilized two T-34s but got still overwhelmed. I should imagine that that is how it was for the Finns at the time.
  11. A really clever piece of work. I've just given this a whirl. Fired up the first test battle 10th September. The uniforms, helmets and UI look really great. And (for the most part) it sounds great too. I did pick up just the odd bit of German coming through. That might be because I have a voicepack mod installed, and this mod only covers the standard voices from the game, so I think I'll have to take that pack out when I play the next test battle.
  12. I'm having big trouble with Aris' CMFB mods too. The only parts of any vehicles to have the "snow" effect are the tracks and wheels. The hulls, turrets. etc remain decidedly unsnowy. This is a great shame as the previews look brilliant.
  13. It took me three attempts before I managed to get them all out using a mix of of "Quick", "Move" and "Dismount" orders. It will a few weeks before I actually get around to taking this campaign on, but my advice would be to "Save" the game before hitting the little red thing the turn you try dismounting the 81mms.
  14. Ah, now it's my turn to be confused, because I'm running v.1.02.
  15. With regards to the 81mm mortars. If you use the "Dismount" command they leave the mortar behind in the vehicle and become stuck as "Hilts" describes. Also, the same thing happens if you issue them with a "Move" or "Hunt" command from the vehicle. But, they act normally if you issue them "Quick" or "Fast" commands taking the mortar with them.
  16. I think in the case of the two man MG team they are treated as a depleted five man team, hence the three grey dots on the UI. Therefore they will never deploy the weapon even though "Deploy Weapon" turns white as if the command has been carried out. Of course, they will still fire the weapon normally.
  17. Personally I think you just ask your wife which one she would prefer to play.
  18. Use Scout Teams (with a small target arc) find out where the enemy are, picking up both visual sightings and sound contacts. Keep 4th Platoon HQ with the Mortars, he has the Radio for them. Use either 1st Platoon HQ to call in arty once he has reached an "Overwatch" position, or even wait for Company HQ to do the arty spotting whilst the Platoon HQ stays with his men.
  19. Reads thread whilst doing a mediocre Eddie Floyd impersonation.
  20. Some excellent points (pun intended) made above. I'm always comparing the places I "fight" in between what the scenario designer has given us, period maps, and modern maps. I find it fascinating to see what has changed and what remains from '44. In the current game I'm particularly impressed with the map of Aachen that we get to fight on. A brilliant piece of work.
  21. No, this was a Medium Machine Gun M1919A4 3-man team and they begin the mission on foot. At first I thought it was down to the fact that one of the casualties was in the same AS as the survivor whilst the other was right on the edge of the AS in front of him.. But he wouldn't medic of his own accord, so then I gave him a Face command towards the man in his own AS, nothing happened. Then tried "Slow" and "Move" commands to see if he would medic the man in the other AS, but he still wouldn't budge. Eventually I gave up.
  22. I don't have a screen shot or save. But, I did witness a 3-man MG Team problem in the Aachen campaign. Having taken two casualties, the remaining member wouldn't move, or even change his facing to medic his teammates. I'm playing the game patched up to 1.02.
  23. Another thing to consider as you play more scenarios or campaigns. Both ATRs and snipers have different roles to play depending on whether your are attacking or defending as the Russians. One way to learn how to use, or not use them, is to pay attention to what they do when you are playing as the Germans.
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