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Paulus

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Posts posted by Paulus

  1. Hi, am playing Road To Montebourg bij Paper Tiger (great campaign btw!) 

    Noticed in the Glider Infantry missions that platoon HQ's without a radio and outside C2 range

    are able to call on- and offmap assets. Is anyone familiar with this kind of behavior?

    Game engine 3, V3.11, revised Road To Montebourg campaign.

     

    Regards P

     

     

    Save game added

    https://www.dropbox.com/s/nqiq3sjercrawy8/The%20Road%20to%20Montebourg%20C2%20test.bts?dl=0

  2. Hi there, just finished the mission a few days ago.

    My infantry led the way, identifying the enemy lines of resistance. If they spotted the enemy AT/AA guns, i used my 2inch mortars to lob smoke just in front of the AT/AA guns, if they didn't spot them (well that's where the scout cars come in handy).

     

    After smoking the AT's i advanced my tanks, in LOS/LOF. And they supressed the enemy line, i used target light (with 4-5k of ammo, they can do this all day long) and used only a few HE rounds to knock out MG's and AT's.

     

    Once supressed, i assaulted the line of resistance with a infantry platoon. Most important things to remember, to have lots of supressing fire, like 5 tanks plus scout cars on target light. And smoke is your best friend, in screening your movements, as well as isolating AT and AA assets.

     

    Basically Fire and Maneuver, and repeat this.

     

    I hope this helps!

    Good luck!

  3. Hi, i was wondering.

    Why do offmap artillery and mortars loose their smoke rounds after emptying their HE? 

    Only workaround is first firing smoke and second HE, wich is not as effective as first HE(prepare target) and second smoke(to screen friendlies during final assault). I could understand, in the arty case, that the propellant is used up. 

    But mortar rounds carry propellant in the tail section, with optional extra rings, depending on range and angle. 

     

    But onmap mortars + onmap infantry guns, seem to keep theirs. 

    just wondering 

     

    Regards 

  4. Hi tnx for responding, i did some testing myself. Even after emptying their ammo stores they still will not use the mortar, taking min-max range, target visibility, actually taking the tube, in account. (anyone with the Commowealth module, can reproduce the test easily, mission three Scottish Corridor) So the best thing to do is IMHO is to distribute the HE rounds to the regular mortar teams. 

     

    I really like playing the British, their relative  "light" organic support weapons, makes it challenging to come out on top of a firefight.

    And the mortars are a great asset, both the HE to suppress, and the smoke to screen. Makes me really use and preserve my support weapons.

     

    Regards Paul

  5. Hello, i am currently playing the excellent Scottish Corridor campaign, in the 3rd mission i am given a recon element of 3 bren carriers.

    2 of the bren carriers have 2inch mortars onboard with ammo. I made the teams take the mortar + ammo, disembark. 

    But i cant get the teams to fire their mortars. Does anyone know how to make teams fire their mortars? 

    Thanks for any replies. :rolleyes:

     

    Regards Paul

  6. oh didn't know i was threading covered ground, i tried a forum search with no succes. yes the sabot round is indeed modelled in cmbn. and the discarding petals, between 2 and 4, could be modelled like the canister round, taking in account the difference in velocity beween petals and sub-projectile. But this seems like a lot of work, for a relatively seldom event, in relation to main gun discharges.  

     

    Modern US field manuals even come with stand-off ranges and danger zone's for their different weapon systems.  

     

    Any soldier knows its a bad idea to camp underneath an 8.8cm muzzle brake, i think i would seriously doubt my luitenants mental stablility if he would state otherwise :rolleyes: 

     

    Regarding the different overpressure effects from weapon systems, it could be related to the HE effect, like 50%? but without schrapnel effect? just brainstorming.. its seems to me like a numbers game, not too hard to dail up or down after some testing.

     

    Sorry if i'm making the error, thinking programming is easy.. just trying to be a helpfull customer :) 

     

    Regards Paul      

  7. Hello, 

    In further defense of my case; the in-door blast effect from hand-held at-weapons is already modelled, and in being so a tactical factor. It seems fair to me that the muzzle blast effect should also be a tactical factor, as in real life.

    i'm no programming expert, but it would seem not that hard, to mold the existing at-blast model into a muzzle blast effect.  

     

    Regards Paulus

  8. Hello i'm a frequent board visitor and CM player. Last night something struck me as not right, when my king tiger fired his main gun over the heads of friendly exposed infantry. 1 action spot away from the tanks muzzle brake.

     

    I remembered having read about the potential damaging effects, on human soft-tissues, from the over-pressure wave in these situations. I know for a fact that the main battleships, when firing their main guns, cleared their deks. I've found some "proof" that this issue played a role on the battlefield, a regimental history notes 2 soldiers injured by muzzle blasts from enemy tank's main guns. Search for  

    Remagen Bridge: 9th Armored Division by Andrew Rawson page 140.  

     

    Imho i would like to see some kind of supression effect on friendly and enemy exposed infantry when near bigger caliber muzzle blasts. in a radius of about 1-2 action spots. And by exposed infantry i mean infantry not in bunkers or houses, and possible reduction of blast effect when in a trench/foxhole.

     

    Interested in the opinions of my fellow gamers and battlefield commanders. :rolleyes: 

     

    Regards Paulus  

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