General Liederkranz
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Posts posted by General Liederkranz
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21 hours ago, benpark said:
The VG have fewer MGs and AT assets than historically. I also think the timelines are very generous.
Thanks for the link, it's helpful to see what the VGs had. I should have been clearer, I was actually referring your other post from earlier (above), which I understood as saying that the VGs in the campaign have less than the VGs did historically. I appreciate the work that you put into designing such a great campaign!
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Ah, thanks. I get that the VGs had less than ordinary divisions. I was referring to one of your posts way up-thread, that "The VG have fewer MGs and AT assets than historically."
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Thank you for explaining this! I'm finding it very interesting to follow this thread. May I ask why you say that the VG in the campaign have fewer MGs and AT assets than historically? Is this a limitation of the OB in CMFB, or did you deliberately reduce it for playability?
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Generally if you have a team pause for 15 seconds right outside the building and give them a 15-second "Target Briefly" command aimed at the building, they'll throw at least one grenade while also area firing into it.
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As far as I know CMRT's original release was at Engine 3, so if you have CMRT at all, that's your Engine 3 license key. If you don't have the key anymore I'm not sure.
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I wonder if part of the CMFI update delay is making the unsplittable Italian squads work with the new infantry spacing in v 4.0? Maybe we will finally see the Italians able to split, but with a penalty, like the Russians?
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As I undertand it there's only one bundle, which upgrades anything you have (as long as it's already at v 3.0). it's $25. Upgrading each title on its own is $10. So if you have all three of those, you're better off buying the bundle.
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If you aren't already, using Target Light can help slow the rate of small arms ammo consumption.
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Has anyone played a game with infantry traversing marked minefields under v4.0? Does the new spacing mean they don't move in column, and thus make them more likely to set off a mine? I'm about to play the first scenario of the Hammer's Flank campaign and it would be useful to know going in whether I can count on marking minefields then traversing at "Move" speed.
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I'm also having a problem with CMBN, but not quite the same one--it just won't activate in the first place, whether I use the base game code or the upgrade code. CMRT works perfectly by entering the base game code.
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Haha, I will assume that the mortar ammo trucks didn't arrive, or got hit by Soviet air interdiction, or something. I appreciate you looking into this! Thanks again for putting together the campaign--the challenge of avoiding being spotted in the first mission was unusual and combined with the PDF booklet, it gives the campaign a great feeling of immersion.
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Thanks for looking into this! I'm on v. 3 of the campaign (the one uploaded to FGM on June 2--I just downloaded it a few days ago), and I won a Tactical Victory in Mission 1. I didn't have any mortars in Mission 1 (just Wespes) so I couldn't've used up any ammo.
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I'm on scenario 2 of this so far--loved Scenario 1! I have a question though--the briefing and Tactical Map for the second scenario both mention mortar support, but I don't see any mortars in the support panel when I start up the scenario. I am seeing the same thing in the PDF background booklet. Is it supposed to be this way? Thanks!
Arracourt Battlepack: Preview AAR
in Combat Mission Battle for Normandy
Posted
This has been fascinating to follow. Thanks!