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General Liederkranz

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Everything posted by General Liederkranz

  1. I agree with @Hardradi and @Freyberg. A steamroller attack on a 250m front, focusing on presenting overwhelming firepower and moving fast enough to keep ahead of the German artillery, works. This does require lots of micromanagement and Target Light commands, but to me that's entirely realistic--platoons are going to have standing orders to lay down cover fire on suspected enemy positions, not just to shoot at identified enemies. The game engine can't do this so the player has to. The force ratios are fine, especially since if you attack on a narrow front you can avoid engaging some of the Ger
  2. There have been several good threads on this over the years; searching for the title of hte campaign and the scenario will turn them up. The premise of this scenario is that either the preliminary artillery was largely ineffective, or that you've been knocked off schedule so you're not following closely behind the barrage, which is why all you get is that one rocket mission. Some people have rejected that as unrealistic but it doesn't seem so to me--surely that kind of thing happened sometimes and the battalion commander had to make the best of it. I''m not an expert on Soviet doctrine bu
  3. In addition to what others have said, Hunt isn't likely to be useful here. First, the spotters will move crouched over, which is more visible than crawling. Second, Hunt won't actually stop the spotters moving as soon as they have a line of sight to the enemy positions, as I think you were hoping. Unless you take fire, they will keep moving until they get an actual spot on an identified enemy unit. That will take longer, and it's also unnecessary since you already know where the enemy is and you don't need a full spot to call in the mortars. The best way to find a position with LOS to the enem
  4. In CMBN and CMFB the weapons platoon leader does have a radio, and so does his top sergeant in the HQ support team. This may represent an improved TO&E in 1944-45 compared to the 1943 version in CMFI. The weapons platoon organization changed significantly from 1943 to 1944 so it's possible that the army agreed the old organization made it too cumbersome to use the mortars. In any case I believe the SCR-536 handheld radios were issued at the company level, so the game programming must be making some guesses about how they'd be allocated to platoons. I seem to recall that in some previ
  5. I think it helps in two main ways: 1) the Hull Down command introduced in 4.0 can be very useful in the tank-heavy scenarios of CMRT, and 2) Soviet squads are generally better off unsplit, so the improved spacing in v4 keeps them alive more effectively (and makes it more realistic looking compared to the old conga lines). To me the other parts don't make as big a difference. Corner peeking looks cool but I don't recall it making a huge difference in any CMRT scenarios I've played. CMRT did suffer from the fleeing-from-fortifications bug before 4.01, but of course it was never affected by
  6. I believe that the Personnel setting is also only available for missions plotted before the game starts, or near TRPs--on the assumption that the artillery knows the exact range to TRPs, or has time to measure it before the game starts, so they can set the fuses appropriately.
  7. Related to this topic, I just witnessed an AI war crime. This guy surrendered then they threw a grenade at him anyway. (I'm not saying this is a bug; I imagine the enemy TacAI decided to fire before his own TacAI decided to surrender).
  8. This probably refers to the M4A1 mortar carrier, a predecessor to the M21, not to the M4A1 medium tank. As I recall mortar carriers weren't coded yet when CMFI and GL came out. http://americangimuseum.org/collections/restored-vehicles/m4a1-mortar-carrier-halftrack-1943/
  9. Sadly it seems this bug is still around, at least in CMFI 2.02. Playing the third scenario of the Troina campaign I observed a couple of occasions where cancelling a Target Light order causes a (US) unit to fire off one rifle grenade before they stop shooting. I wonder if the code cancels the "Light" limitation a split second before it cancels the "Fire" order? I have a saved game showing this behavior.
  10. As @Howler said this still sounds bugged to me. I did some tests with this scenario and noted that in v3.12 and v4, not only do the troops not flee forwards, they usually flee back, which makes far more sense. In 4.01 and 4.02 whenever they flee, it's always forward. So even if the issue here is that the pixeltruppen are seeing the elevation change in front of them as "better cover," that is itself new behavior in 4.01 and 4.02. The old behavior--seeking safer cover by moving back from the hedgerow--seems far more realistic to me.
  11. If you're seeing troops in buildings taking casualties from mortar shrapnel, it seems more likely that it came in through a window or door or shellhole than that it penetrated the building. I believe that probability is factored into the abstracted chance of taking casualties from a shellburst.
  12. On the flip side, the large teams allow the MG to stay in action longer. With US teams that are split, you will sometimes end up with the three-man team all wounded or dead and no way for the ammo bearers to take over the MG.
  13. Exactly, thanks @Howler. I am hopeful a fix is technically possible because of how German MG assistants behave, but I'm under no illusions that this is likely or easy or a priority.
  14. Since I think v3.12 or v4, if you have an FO adjust a fire mission it adjusts *all* the fire missions he's currently directing. I know people have posted about this before but I can't find the threads now. I'm wondering if anyone recalls how this was resolved--was it judged not to be a bug but to be intended behavior? If so, I'm having trouble figuring out what it is supposed to represent.
  15. Thanks @RockinHarry, this is great info. In addition to the points you listed, the fact that batteries firing preparatory bombardments would normally hit targets 110 to 165 yards wide is a useful guideline and suggests to me that Area fire missions should probably be much more commonly used than Point, realistically. It's also interesting that the Germans preferred to fire in whole battalion. In US accounts I also read about battalions firing much more often than batteries, yet in CM games we generally think in terms of batteries. I'm not suggesting that there should be nationality res
  16. It may be that trenches don't provide enough protection (especially since we can't get overhead cover), but I think there are two other things going on here too. First, artillery is too flexible in the WW2 games and (as others have suggested on the forum) it would be more realistic not to allow Point or Linear missions, instead requiring Area with a minimum of 50m or so. I've started doing this in single-player games and the results feel much more realistic to me. Artillery will suppress and cause casualties but it rarely annihilates. Second, in my experience it makes a huge difference if infa
  17. I think you're talking about direct fire flat trajectory shooting? My understanding is that even for INDIRECT fire there should be dead zones. Instead of distance helping, the dead zones would be even larger if the artillery is further away, since the shells would come in at a shallower angle. The sFH 18, for example, had a maximum elevation of 45 degrees, so steep hills would get in the way. The US M2A1 had a higher elevation of 63 degrees, so it could reach over obstacles better than the US army's earlier 75mm guns (18 degrees initially increased to 45 degrees later). https://armyhistor
  18. It’s always seemed to me that the trajectories are the same for guns, howitzers, and off-map mortars, and they look pretty steep. I think it’s up to scenario designers to omit certain assets if the terrain would make them unusable. I recall one scenario in the Troina campaign says the Germans have only mortars because you’re on the reverse slope from them. It would be nice if this were explicitly modeled, since some maps would have tactically interesting dead zones for the enemy artillery. (E.g. in CMFI “Ramparts of the Palikoi” I’m pretty sure the German 150mm sFH 18s should not be able to fi
  19. It was recently that I played YEG, under 4.01. These are my results. At the time, I was sure the casualties I was seeing were from direct tank/TD fire and not mortars. Perhaps I was wrong but I was carefully watching.
  20. This isn't a bug since I doubt anything is malfunctioning, but I've noticed that in both CMBN and CMFB, there's an annoying quirk about the behavior of US airborne squads. The squads have two men with carbines, who I believe are ammo bearers for the squad's M1919A6 LMG. If you use the "Split Squad" command, they stay with the MG. But if that team (or the whole squad) is ordered to fire, even on "Target Light," and the target is within the carbines' 300m range, the ammo bearers also fire their carbines. I find this frustrating since they add very little to the MG's firepower, and if the team is
  21. Interesting. i didn't see this problem when I tried your "You Enter Germany" scenario, but I just ran the 60mm and 81mm tests (4.02) and I see it. In the 60mm scenario the right-hand bunker lost 4 men to a round that detonated inside the bunker. In the 81mm test each bunker took a hit that detonated inside, each time losing 4 men.
  22. Just out of curiosity, I loaded the Roadblock scenario to test in 3.12, 4.0, 4.01, and 4.02. In each case, I selected 1st Squad and "Quick" moved it up to the tile to the left of the gap in the hedgerow, as @domfluff suggested to replicate the problem. I did this 6 times in each version. In every case they came under fire (MGs, small arms, and usually off-map mortars) and took casualties. I ran each scenario until the squad evaded, until its members were all casualties, or until the scenario ended. 3.12: Once they stayed for the entire game. In the other 5 cases they evaded (either Fast
  23. Just downloaded and I'm delighted to see FJ back in CMFI. 😀
  24. I just checked and this but (if it is a bug?) is also not fixed: Soviet AT rifles are still not recovered in Buddy Aid.
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