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Rinaldi

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Posts posted by Rinaldi

  1. Yeah @shift8 hit the nail on the head with that, words out of my mouth.

    3 hours ago, IanL said:

      I have only ever done basic training and we passed with some hits at 100m and some lower number at 200m.  It has been so long ago that I cannot remember the details.  We certainly did not even try to shoot anything further away than that.  I am sure that if I had actually spent time in the Infantry and not being a truck driver for less than a year I would have had more training so I know less than squat about it really.

    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.  

  2. Been going through @SeinfeldRules scenarios; they're all absolutely top notch. From the "Into Lithuania" mission:

    5q7zWIa.jpg

    A Soviet company commander scouts out a position ahead; an ATG is detected and masking fires are called down

    aWjcJZp.jpg

    With smoke coming down, the Company, riding on tanks, moves through a wooded lot to close distance

    KUMBDqE.jpg

    Close-Up

    4P8XHi4.jpg

    From the CO's position

     

  3. 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. 

  4. 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. 

  5. 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.

    lklekKq.jpg

     

  6. 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

  7. ...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. 

  8. 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. 

  9. 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 ;)

    NEVOP4f.jpg

    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:

    VNvbXzN.jpg

    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

    cZswumj.jpg

     

     

     

  10. Some screenshots from a scenario I've made, we're at the half-way mark in the battle and its been quite energetic. 

    PAhWGYZ.jpg

    4tDBEFO.jpg

    aJNR3iY.png

    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. 

    z5vWUWt.jpg

    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.

     TCGEnSr.jpg

    A 76mm threads the needle and shoots high, drat.

    rLXnnPv.jpg

    gqEwRfL.jpg

    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.

    H3Rc5to.jpg

     

     

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