Jump to content

Squallion

Members
  • Posts

    137
  • Joined

  • Last visited

Posts posted by Squallion

  1. Make me want to just play operational and strategic war games.

    I am playing the british campaign and am fighting what appears to be a desperate defense. I have no high ground, and the enemy has heavy concealment.

    There's a tank approaching my AT gun out in a field, it's probably about 300m away. I can get down to their level and see the tank VERY clearly, yet, they can't see it at all.

    I'm finding these little flaws in the engine to make tactical combat much more silly than it has to be.

    Thoughts? Similar experiences? Am I wrong? Please, let me know.

    Edit: Soon after I posted this, my AT gun found the tank, it's a wonder it actually made the first strike. It took them a while to spot it, but why? Broken binocs? Panzers are enormous.

  2. You have obviously never crafted a scenario much less a campaign, otherwise you would not have posted such an ignorant response to a simple question.

    I think he was being facetious. You're expecting too much. More campaigns will come. They take time to create. Effort. Battlefront has a lot of work to do.

  3. I was 30 minutes into a WEGO match. Singleplayer. Third mission of Panzer Marsch.

    It was great. I really thought they did a great job on this one. It blew my mind that it happened the way it did.

    THEN BAM, CRASH. HADN'T SAVED SINCE THE BEGINNING.

    (sigh).

    Frustrated. Do not want to play whole level again.

    I'm not really asking for any advice. I just feel discouraged and annoyed and don't want to play that entire mission again. So I'm here. And probably in a few other tabs.

    Anyone have favorite naval simulations?

  4. I started CommonWealth forces for the first time today. Well, something weird is happening with the interface. It's not giving me proper names for things. When I hover over a rifle at the bottom of the screen, it says "medium atg plt". We all know that ONE RIFLE is NOT an ATG platoon. So on and so forth. Apparently the british also called their binoculars "Ausf.D".

    Turns out that it's also using the wrong save file folder. Found the right folder and saved to my desktop. Going to try an uninstall and reinstall of the whole game.

  5. The Road to Montebourg is more reasonable. (Though, its author, Paper Tiger has made, I understand, an upgrade to it because, as he wrote on these boards, he thought it might be too easy.

    Initially, the CMBN mortars were incredibly accurate. That, I think has changed. Certainly in CMRT I am, truly, enjoying the artillery "spread"--seems much more realistic.

    What Wombie said--his is exactly my SOP also. Every platoon is broken into 2-3 squads.

    Keeping most of my men back, so that they did not receive collateral casualties, was probably the hardest lesson for me to learn in CMBN. I wanted to increase mass, to get that firepower advantage. But bringing the right 2-4 men, "the right knife" is what is important in CMBN.

    I find it interesting that you did the Soviet campaign in CMRT evidently without splitting every squad. That actually might make it more likely that I will play that campaign.

    And, wow, Squallion, you sure have played a lot of CM2, and quickly.

    Gaming is my main pass time. And combat mission is about all I can play anymore. Normandy is really tying me up, though. I haven't beaten Courage and Fortitude, not sure I ever will, but I will try hard. Still working on the Road to Montebourg and Panzer Marsch. THEN, there's two more modules. lol :]. Much content.

  6. I've not played RT, but I'd imagine your infantry tempo of movement is faster than in Normandy. With all the bocage, it's relatively easy to sit still for long enough for German 81mms to start spotting, and then, yes, you're cruising for a hosing.

    Do you have the v2.x upgrade? In v1 there was a mortar bug and a setup time bug that made "direct lay" fire particularly deadly, and if you've just got the basic CMBN 1.11 you might be running into that, though the AI doesn't tend to use mortars in direct lay so much.

    Assuming that's not the problem (you're suffering from indirect fire missions) there are a few things you can do to make it so that an entire platoon isn't gutted:

    • Spread out. Split your squads into teams, and spread those teams out over the terrain so that a single shell won't shred an entire squad.
    • Run away. When you see spotting shells coming down, if you can do so without exposing yourself to unwelcome direct fire attention, leave the area. You can always come back.
    • Hide. If you can't (or really don't want to) run away, put as many elements as possible on "Hide". More of your troops will spend more time prone, and shrapnel fragments travel horizontally.
    • Use available cover. If your troops are prone right next to bocage or a wall, then 50% of the mortar shells that land inside the lethal radius will be on the far side of the linear obstacle. If you can get in a house and hide, that's even better, and best yet is probably hiding on Level 2-Leveln-1 of an n-level house: you're well protected against ground bursts by the window sills and roof bursts will mostly only affect the top floor.

    Then again, this is CMBN, and you've just gotten it; are you by any chance suffering through School of Hard Knocks? In that situation, you'll be suffering perhaps disproportionate and unrepresentative mortar casualties because of the deep supply of 120mm mortar ammo that's directed via TRPs, and so is both accurate and arriving without warning, as your troops are mired. That particular problem is... situational, rather than systematic...

    Well. I did play the courage and fortitude campaign....I decided that I will tackle that at a later date. It's probably the most extreme campaign of all time.

    I'm on the road to Montebourg. I don't normally reload, but I think I'm going to in this case. The Germans called two arty strikes and effectively ruined a whole platoon. I sent the platoon running after the spotting shot, but I figured I'd better send them running forward instead of back. Those who weren't taken out by mortars were shredded by machine guns.

    I really should've sent them running backwards to what I knew was safe, just felt strapped for time.

    :/

  7. In Red thunder, I didn't lose nearly as many men to mortars as I am in Normandy. I'm finding that, as the Americans, the enemy mortars are very accurate and very destructive. They can shred a platoon to the point of being almost useless.

    Is this historically accurate?

    I'm just asking out of curiosity.

    It's making the less than 10% losses objective very difficult.

  8. I think I will never get this game...it seems to me every mission is almost impossible. In tankovy desant I scout the hell out of the map and I reach the villa ok. Then I have a couple of squad cross the river while I pound the few squad I spotted with tank fire.

    Then Tank hell starts out as german sort of tanks hidden in forest (grill? Stug?) start to snipe my tanks from the uphill. They are very far away and I spot them only when my tanks are already toasted. One of them destroyed 5 of my tanks in 2 minutes!!

    My rage is quickly mounting...I love the concept of the game but I have huge problems in getting visibility and I always end up ambushed like in this mission here.

    This is a mission in which I had to resort to unconventional tactics. I let my tanks pound the enemy infantry that I had spotted from afar(That's while having them in positions that the stugs hadn't spotted them.).

    After the infantry was weakened and nearly taken care of, I sent one lone tank on fast speed across the river on the left, he charged at that stug, full speed ahead. The stug couldn't see him, you see, because my tank was below him. By the time my tank was in sight of the stug, he was already flying past the stugs left. My T-34 got behind him, turned around, fired his turret AND MISSED.

    The stug turned around just on time to get one shot in, he busted my T-34's tracks. My T-34 got his second shot in and took that stug out for good.

    Then I had a whole flank to play with, and the battle was won from that point forward.

  9. I haven't faced that exact situation yet, but from the demo, I've come to expect it (AT rifles and Maxims against multiple Tigers. What fun!). GTOS shares that fault with the Close Combat series: putting the player in an impossible situation (plus big issues with tank uber-spotting and ATGs being too easy to spot). Did hopeless situations sometimes happen historically? Yes. Do I want to spend my precious minutes as a game player taking the role of the losing side in an impossible situation? No. I'd rather read in my briefing that the previous unit was wiped out and start the scenario when friendly forces had brought in reserves that give my side a chance.

    CM solves the problem in two ways:

    First, the CM scenario design philosophy stresses balance. Not symmetry of forces, but a roughly equal shot at victory through different tactical approaches. So, if the Russians only have AT rifles, then the terrain and German force mix should be such that the Russians actually have a chance to win, despite not having any AFVs. Second, the CM (whenever I say CM, I mean CMx2) game engine offers more realistic spotting, giving the Russians a better chance to hide, and infantry better close combat power, giving them a stronger ability to knock out tanks at very close quarters.

    Also, CM handles ATGs WAY better. In CMRT, I've seen a single, well-placed Russian ATG knock out six PIVs out of a hord of 10 approaching the ATG through brushy area of soft ground where spotting was difficult.

    And, in GTOS (a QB), I've seen a platoon of PIIIs (mine) chop through an entrenched Russian position in the woods with an ATG and dug-in T-34 with NO casualties. I mean, man...like...all I did was tell them to hunt in that direction. In combat mission, I might well have lost the whole platoon sending them charging into that situation.

    However, I have seen GTOS handle an infantry on infantry situation with more realistic results than with tanks and ATGs. CM just does both better. It's still early days, though. These are just first impressions.

    Yeah. CM is brutal in that way. I am often frustrated at my loss of tanks to ONE enemy AT gun or tank. It makes me want to restart whichever scenario immediately. lol. Usually don't, but those kinds of losses are very discouraging.

  10. rotflmao - you were probably not on the forum when the 2.0 upgrade came out and the s**t storm started over it's $5 cost. :D

    Meh. I have to admit, I was a little disappointed having to pay $10 for the upgrade to 2.0 with CMBN, but I don't know the work that goes into upgrading an engine, so I can't really complain. I'm really enjoying CMBN as it is, glad I upgraded anyways.

    I feel compelled to try Afrika Corps. I definitely will, in time.

  11. ...

    by the frequency you're going around these games i bet you'll end up liking nothing. Don't take it personal but there should be better ways to spend free time.

    I work two jobs and spend plenty of time with my family. What I lack is sleep. Not that I came here to defend myself about how I spend my time.

  12. I'm a bit puzzled as to why you're taking the retrograde step to CMBO... There's a subset of people who like it better, largely for reasons of "accessibility" (I think; I don't really understand - not trying to diss 'em; please put me right), but it's a 15 year old game now, and shows it. IMO, BN does pretty much everything better, and any money spent on BO would have been better saved towards CW/MG/v2/v3.

    It was $5. I can find $5 on the bottom of my shoe.

    The first operation I started playing had very interesting text, it really made me want to play. It was about Americans facing falshirmjaeger in France. It felt immersive and interesting.

  13. Thanks guys. Lots to keep me going for some time!

    I learnt the hard way about trying to clear a forest - thought it looked like a nice easy concealed route to an assault position, only to find that because i hadn't scouted, i'd walked into the Red Army's antlers!

    I've played around with RT and WE-GO, and also read a lot of the discussions on here to and forth, and don't intend to re-ignite them.

    My only question is whether WE GO is better for learning the ropes on?

    Some people seem to prefer real time, but real time can leave you without the information you may seek.

    If someone is hit or dies in real time and you didn't see it, you won't be able to rewind to figure out what it was and where the shot came from.

    This is why I think the game actually needs more information in the UI, like a box that details your losses.

    We-go will allow you to immerse yourself deeply in the combat, just watch and enjoy. When playing a huge battle, I often watch the one minute turn three times, once for each flank and once for the middle.

×
×
  • Create New...