General Liederkranz
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Posts posted by General Liederkranz
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This seems to match up almost exactly with how it works in CMFI. The Bersaglieri squads come already split into two teams (5 men with the LMG, and 8-10 with just rifles) and the regular army squads are pre-split into 3 teams (one of 9 with 2xLMG, one of 9 with just rifles, and a 2-man HQ element).
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5 hours ago, Ts4EVER said:
M9A1 Bazooka and M1919A6 set to proper start date (post Normandy)
As I recall, before v4 the M1919A6 was properly restricted to later-war scenarios. It's only after v4 that I've started seeing it earlier (like in ordinary rifle company HW platoons in the Troina campaign, August 1943, which does not seem right at all).
Is there any in-game difference (besides appearance) between the M1 and M9 bazookas?
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According to the US Army's official history, even the infantry--the 3/119th--didn't arrive until after dark on the 18th, and tank support from the 743rd Tank Battalion not until the morning of the 19th: https://history.army.mil/books/wwii/7-8/7-8_15.HTM
But would they have moved faster if KG Peiper did?
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23 hours ago, at_dima said:
3) Schiessbecher ammo is 2 but the standard bandolier fit 16.
I have often wondered why rifle grenadiers--both US and German--carry so few (usually 3), especially since it seems to take them a shot or two to find the range. But I've always assumed BFC has it right.
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3 minutes ago, Bulletpoint said:
I think this is very sensible, and I respect people who play like that. Actually I would love to see it added as an optional realism setting - not least because I don't quite have the self control to strictly enforce it, myself, and because it would be interesting for playing against other people, where you're not always sure if they have the self control to enforce it either.
I like this idea but it seems like it would raise more problems than it solves--e.g. what about an attack plan that revolves around blind fire? (e.g. "HMG platoon moves to the edge of the woods and places area fire on that hill to cover the infantry while they outflank it." Or, defensively, real-life MG final protective fire lines.) They'd have to build in some way to pre-plot these fire orders to avoid abuse, which would certainly be realistic but not a lot of fun.
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2 hours ago, MOS:96B2P said:
I actually wait for the information to be relayed through the C2 system before allowing a unit to react to it. Example: A tank can't fire on an OpFor HMG position until the tank has at least a tentative contact for the position. An infantry platoon sends a runner over to the tank. Generally in a minute or three the tank gets the tentative contact and is then able to react to the HMG. See the below link for peregrine's command layers.
Yeah, I do this with all forces (in single player), but my concern was that it's much tougher for Italians to send runners since they can't split squads. You need to sacrifice a whole squad or HQ unit to use as a runner, rather than just breaking off a scout team. I hadn't thought of adding dismounted drivers, especially in the same chain of command--it's a great idea. I suppose setting manpower to 90% for the rest of the formation could compensate for the extra bodies (though I doubt any scenario would be unbalanced by a few extra guys with 6.5mm Carcanos).
The other problem with doing this, I've found, is a glitch (I think confirmed in a different thread I posted a few months ago) whereby an AT gun, once spotted, will sometimes leave NO suspected contact for other units. I don't know if others have seen this but I encounter it a lot. The units that can see the gun will have a full spot, and everyone else, nothing--even after info sharing should have worked. But that's off-topic.
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10 hours ago, Kaunitz said:
In single player, I prefer to roleplay. I often play hotseat against myself, roleplaying both sides so that I can speed things up unrealistically when I know the other faction is not using the delay/time anyway. What I find quite interesting is that when I roleplay, communication becomes a major aspect in planning the mission. You have to consider reaction times and command links. If my force is in desperate need of radios (I'm looking at you, WWII-Italians!) I usually assume that there is a pre-determined H-hour at which all units ought to start their attack. I sometimes also integrate limited means of visual communication into the plan (eg. I assume that some units have flares in different colors to signal/initiate a predetermined action to other units).
I've also found this (hotseat with roleplaying communications) to be a fun variation. I agree it really does make C2 differences between nationalities more pronounced. One thing with Italians, though, is that since they can't split scout teams (which can represent runners for other nationalities), I kind of abstract in runners by letting HQs decide to move units around but then not starting the units for a few minutes until I figure a runner could have arrived.
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What are you trying to use it for? There's a difference: as I understand it, for ordinary C2 purposes an infantry unit needs to be on or in the vehicle. But for indirect fire links, it's enough for the mortar unit to be close to the vehicle.
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14 hours ago, CarlWAW said:
Yeah, it's one of my best tricks for tanks, but also one which shows how flawed the spotting model is:
Say you have an enemy tank which must be removed.
1. Make sure that the spotting info is received by your tanks, who are assigned to attack it.
2. Instead of simply moving into hull down and attacking: drop smoke in front of the attacking position.
3. Move the tank(s) into hull down position without the flawed spotting model allowing your tank to be seen immediately because of the movement.
4. Once the smoke disappears, your tank is stationary, but it has the advantage of the spotting info.
Whenever a tank moves the spotting system seems to put a huge "HERE I AM!"-sign on it.
But the assumption that a moving tank under any cicumstances can be spotted better than a stationary one is unjustified and therefore the model does not work - especially when it comes to the crucial aspects of only partially exposed tanks.
I assume the whole spotting system is based on certain basic (not always correct) assumptions, like the one described above. And they seem to play into spotting hidden or camouflaged infantry too easily, too.
Sadly, because they decided that everything must be available for realtime play, the spotting calculations must be cheap. So they can't correct the basic spotting model and use a much more sophisticated one. That's probably the reason why, after years, they couldn't solve certain spotting problems but only can tweak nuances. But the foundations of the model are severely interwoven with the realtime contraints of the engine.
It seems they developed CMx2 to have an engine that could be expanded and developed - but instead of having a totally flexible engine by now, they bound it on a rock called realtime and therefore need to make all calculations as cheap as possible.
I don't see the problem here? Moving up behind smoke and hoping to spot first once the smoke clears--with a slight advantage since your crew has been told the enemy tank is there and will be looking in the right direction--seems like a valid tactic. Also a risky one, though, because they might spot you first when the smoke clears. But it's certainly better than just moving up without smoke, as I imagine it would be in real life.
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13 hours ago, Bulletpoint said:
I wonder what the "certain death" ranges are for the various shells against prone infantry. I'm playing a game right now where I had two guys prone - one took a nearly direct hit from what seemed to be a 105mm... he died but the other guy was fine 2 metres away from the crater.
Isn't this "vagary of the system" intended? My understanding is that even prone soldiers in the open get a "saving roll" to represent micro-terrain. This guy passing that "roll" could be assumed to mean he found a little depression, or there's there's an abstracted boulder in those 2 meters between him and the crater. So there would be no certainty of injury at any range.
(I assume in CM, unlike in real life, this "saving roll" is made afresh for each shell? That it's not "remembered" to give permanent protection for a given soldier against blasts in a given place, the way a real-life boulder would be, or the way "real" terrain that's actually shown in the game does?)
More generally, @domfluff, thanks for this table! -- do these radii assume standing targets? Or prone? -
Just now, Sgt.Squarehead said:
This is a prime example of why one should post clear thread titles.....How the **** did you find that?
Remembered I'd posted in it, and looked through my own post history :-)
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3 hours ago, Myles Keogh said:
Ok, now I am confused. Armored infantry platoons do have radios!
Sorry to have misled you! I see that they do in CMFB. I've been playing CMFI a lot lately, where they don't, and wrote without realizing they now had radios in CMFB.
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Yes there’s been another thread on this, or maybe for company HQs. In-game there’s a little blue box that says “HQ” in white in the upper left of the unit info area. Clicking it toggles between this view, in which you can see the HQ’s subunits, and the ordinary view in which you can see all the members. Seems like it’s permanenrly stuck toggled on in the adversary AAR view?
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It seems weird if the mortars don't stay in C2 based on proximity to their company commander (voice/close visual). But the rules for calling indirect fire are different from the rules for C2--the mortars need a communications link with the platoon HQs calling the fire, not just with the company HQ. The problem here might be that armored infantry platoon HQs, unlike their regular counterparts, don't have radios. So the missing link wouldn't be between the mortars and the company HQ, but between the platoon HQs and the Company. Just a guess.
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I've noticed that in CMFI 4.0 (at least up through late 1943) US rifle squads now have 2 Springfields with grenade launchers. In CMFI 3.0, CMBN, and CMFB, they only have one grenade launcher per squad. I have no idea if this is a correction, or a bug?
They also now seem to always fire their AT grenade before the HE grenades, even at unarmored targets. This is not true in my copy of CMFI 3.0.
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2 hours ago, Sgt.Squarehead said:
I believe they did.....Your point about radios is very valid, but not something that really shows up in the current CM:RT game, it's more a thing for the earlier years (not by much though).
Except for T-70s! Whose idea was it to build a light tank for recon without a radio?! Especially with a one-man turret. I do appreciste the tactical challenge they pose, of whether to open up for spotting and to facilitate C2, or to close up for safety and ability to fire. It seems like a realistic dilemma.
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1 hour ago, Erwin said:
If you issue a DISMOUNT order you do not have to issue a PAUSE command to the transporting vehicle - vehicle will automatically wait while passengers dismount, then move.
Thanks, good to know!
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Were you able to issue a separate Dismount command using that button? Or just a movement order for the riders (which, in v4, would've automatically said "Dismount" over the waypoint)? In my experience you can't issue a separate Dismount command (the button is unclickable) from a vehicle that still has movement waypoints plotted, even if the vehicle is paused. Without that, the Dismount that's "included" in an ordinary movement order for the riders won't take effect unless the vehicle is stopped with no more waypoints plotted.
In this situation I think you would have to first cancel the tank's orders, then issue a separate Dismount command for the riders, plus their own movement orders, and then plot new orders (with a Pause) for the tank.
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1 hour ago, MOS:96B2P said:
They can pick up the radio. The second part of your question is interesting. In theory they may be able to use the radio to keep their fire team in C2 with higher but I have not tested this. In one of the examples above an infantry team was able to ride on a Stug from a different battalion and use the Stug's radio so maybe............. The experimenting never ends.........
A squad or team can use a buddy-aided radio for C2; I’ve tried this and it works. As long as their immediate HQ still has a radio of its own of course.
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One way to get a sense of relative elevation is to install a gridded terrain mod. I tried one and didn't like the look of it, but it does help see small hills and dips.
http://cmmodsiii.greenasjade.net/?p=2295 -
(duplicate post)
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This thread addresses the blind artillery issue a bit:
Downloading earlier game versions?
in CM2 General Tech Support
Posted
I bought CMFB after the 4.0 upgrade, so it came with Engine 4 already functioning. I'd like to try some scenarios under Engine 3 to see how they play differently (mainly without the artillery bug and the single-shot BAR bug). For games that I bought before the upgrade, I can just go back and re-download the older versions. I can't do this with CMFB since the original package when I bought it was at 4.0. Does anyone know if there's any other way to rollback CMFB to an earlier version?