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Posts posted by Rinaldi
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Been going through @SeinfeldRules scenarios; they're all absolutely top notch. From the "Into Lithuania" mission:
A Soviet company commander scouts out a position ahead; an ATG is detected and masking fires are called down
With smoke coming down, the Company, riding on tanks, moves through a wooded lot to close distance
Close-Up
From the CO's position
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No bug, another scenario has used something similar to simulate an air-raid warning. CW NEDFORCE will tell the German attacker with a false reinforcement message when 'allied planes have been spotted.' Sounds like a similar situation; its a neat trick. The little radio squelch you get with those messages helps enhance the feeling of getting something over comms.
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M36s in game are only the M36 and M36B1, to my knowledge the version with the roof would be the B2; of which less than 300 were converted or produced and shouldn't feature in the time period of the game.
Now, as for jury-rigged defenses like chicken wire, not out of the question given all the unique modifications we see on Shermans and similar vehicles from the time period; but is it worth even abstracting for the game? It would be purely cosmetic and hard to justify the effort.
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Squad level grenadiers still used them at this time period; you'll see them in the '43 scenarios.
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As already mentioned, they can be towed by jeeps but purchasing them individually as prime movers means you have to dismount the drivers. The Glider/AirLanding (and possibly the Airborne, can't recall) formations for the Allies come with the jeeps by default in the TO&E.
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37 minutes ago, Lethaface said:
What kind of munition is that?
A smoke grenade, managed to catch it mid flight.
From a recently concluded PBEM - I've always liked Glider infantry, especially in choked up terrain like this. I think the streamlined company size is what I appreciate; much like the Rangers in CMFI.
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13 hours ago, Bud Backer said:
I tended to avoid the US in CMBN, now I actually prefer them.
I'm surprised by this; I wonder how many share that opinion with you. I always liked the flexibility of the US and their equipment compared to the Commonwealth nations in Normandy, even if they tended to been relatively green troops.
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From a recently concluded PBEM; Two companies of (largely dismounted) PanzerGrenadiers, supported by a platoon of Panzer IVs take the fight to New Zealand infantry amid irrigation ditches and sunken fields:
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Version 2 released; should be on the Scenario Depot soon. In the meantime you can download it: here.
Change-log from original:
- All German StuGs begin on map now, dug in -- it seems that this is truer-to-life.
- Adjust German deployment zone; now they shouldn't be able to fire into the open area of the Allied deployment if they deploy weapons forward
- German artillery (2 x 105 batteries) is available much later than in the previous version, to better simulate the batteries still firing harassing fires at off-map areas.
- Minor topographic changes
- Streamlined the Mission briefings, they shouldn't be a chore to read now.
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An old vignette I found in a forgotten folder -- knocking out a bunker that has been flanked.
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10 hours ago, Bootie said:
This happened to me just yesterday.... in my St Jores battle!
Yes, I noticed that. It cost you a Sherman -- if I was in your position I'd be rather miffed. (Sorry for the delay in turns by the way)
Hope it gets fixed soon.
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kevinkin - as long as you agree that maneuver never won anything - before the 6 days war at least - while attrition was always the decisive question, we have complete agreement. If you disagree and think that maneuver is a better way to win campaigns and wars and that attrition is only an unintelligent fall-back that arises when people aren't smart enough to win through maneuver, then we have complete disagreement. What you previously said is entirely irrelevant to the question; it turns only what you try to maintain is true, now. If the answer is "nothing", you are free to say so.
k lol
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...if I can't drive a veteran-crewed Panther directly towards a Sherman approx. 30m away and not have the crew spot it and kill it, I don't want the game. And I take everything you say about the imperfections of computer games but this particular issue belongs in the nineties, not 2016. No wonder the 2nd SS were performing like greenhorns in the big battle I re-played five times...
W E W L A D
E
W
L
A
D
I bet you this guy would come running back if there was an Orodour-sur-Glane "battle" pack. Good riddance.
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Tsk tsk, gentlemen...so little faith in American mettle and grit. Allow me to present a ..ah...preview of what is coming...not the end but.... the road to the end... A snapshot of one moment, shall we say.
Lipsmacking.
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Its frustration, a totally human reaction, especially when you know you are talented. If only Baneman knew he got in Bil's head with those last couple of turns
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That or spalling from the .50 being hit. Rough luck for Bil, normally that usually only causes light wounding if that on the unbuttoned commander, at least in my experience. Then again, you don't take fire from 128mms in Normandy.
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Bil just posted another turn. He says he got the Jagdtiger's tank commander. Indeed, head out means head off...
That's what I read at first as well, but I think Bil actually said:
The Jumbo, which took several shots at the JT, all were to miss, was also hit by the beast as it withdrew into the woodline... luckily this round was high and only took out the external MG. The Jumbo's commander fell as a casualty to MG fire from the JT seconds before... this thing is causing me fits.
Bil's had a rough few turns; his usual aggression pays off nine times out of ten but it seems like he played his cards too soon this time.
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Did it ever dawn on the anti-tank crew to move the halftrack?
So much for ambushing the enemy.
You wound me; are you sure they couldn't ambush with their prime mover so close? I think my opponent disagrees with that assessment
Of course, PaK guns don't operate alone, and the Shermans that try to 'lean on' it are opened up on by a second gun:
Of course, because it never dawned on that gun crew to move the halftrack, they are now able to make a speedy egress to a new firing position under the cover of the rest of the PaK-Front
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Some screenshots from a scenario I've made, we're at the half-way mark in the battle and its been quite energetic.
The 3 and 15 PzGrenadiers were freshly arrived from Italy for the Battle of Nancy and still wore their Italian theater attire. The battle in the Moselle bridgehead was notable for the high amount of armor support afforded to the Germans - at least 10 StuGs, possibly even 15, to the lead battalion.
Most of the fighting in the town is being done by 2 platoons of infantry with the better part of a tank company. On the flank the second tank company is too busy contending with the newly-arrived StuGs to shell the town from different angles. I was hoping to cut the road the StuGs were to arrive on before they made it, but from a design perspective I'm glad that wasn't possible in the time allotted.
A 76mm threads the needle and shoots high, drat.
The StuGs don't miss, but the entire 76 crew survives and legs it to safety. The rest of the Company is on the way, with smoke covering their flank.
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Pinocchio was true to its name sake, ever moving forward.
CMRT: Observations from the Firing Range
in Combat Mission Red Thunder
Posted
Yeah @shift8 hit the nail on the head with that, words out of my mouth.
Even then Ian the infantry aren't reasonably expected to hit much further with great consistency; especially now as most NATO forces are using carbines. Finally, range conditions versus combat conditions...
On the personal note one of the main reasons I love the Combat Mission series is because it captures just how much ammo has to be expended in an infantry firefight for casualties to begin mounting. Make no mistake, its still a lot lower than it is in reality, but take it as an acceptable abstract.