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General Liederkranz

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Posts posted by General Liederkranz

  1. 15 minutes ago, Michael Emrys said:

    I haven't tried this, so don't take it as a recommendation, but I wonder if laying a smoke screen on your positions would work. Creating and sustaining it would be tricky and it would limit your ability to shoot from inside it, but as a last ditch desperate defense against air attack, it might do some good.

    Michael

    I've done this in CMBS by popping vehicular smoke and then driving into it, and it helps. Getting under trees helps too. And with vehicles, if you park them right next to buildings you'll be protected if the plane approaches from that direction--but you never know which way the plane will come from.

  2. 7 minutes ago, MOS:96B2P said:

    This appears to be the case, as long as the soldier with the TWS stays alive, for US fire teams.  The platoon leader also has TWS.  I was a little disappointed to see that forward observers and snipers (I checked all five US sniper teams) did not have TWS.  

    According to the manual, the .50 cal sniper rifle has a thermal sight, even if it's not mentioned in the interface (as most heavy weapons are supposed to). There's no mention of the 7.62mm sniper rifles having thermals, though.

  3. 14 minutes ago, John Kettler said:

    IICptMillerII,

    Your point is valid, I believe, when it comes to scenario design and vs AI QBs, but I think it would be a tough sell in a vs Human situation. "My Veteran tankers are better than your Veteran tankers because of superior training and should therefore perform better. You may not play at any rating above Regular because your guys shoot 3 rounds/ year and are hardly ever out as a formation on the maneuver grounds. Yeah, that'll be easy to sell!  Would like to see some sort of a toggle to reflect, perhaps using fuzzy logic, the typical training levels of the various forces involved. Definitely don't have the details worked out, so this is more the germ of an idea. 

    Regards,

    John Kettler

     

    Isn't this also built in as a QB option? I haven't used this much but I believe when selecting forces you can choose "Typical" quality, which assigns soft values according to what the game thinks the average forces of that type would've had. So Veterans are still Veterans and +1 leaders are still +1 leaders, but you're more likely to get Veterans in historically "good" formations and -2 leaders in historically "bad" formations. So if both players want to limit themselves to a little more accuracy to historical training/experience levels, it's possible.

  4. 6 minutes ago, slysniper said:

    that is not a bug, its how the game has worked all along and they are not changing it from what I know.

    It does not mean its good, its actually really bad. but it is what it is.

    If you have four smoke shells and you want to use them, You need to fire them before the ammo count runs down to below 4 on the main ammo.

    and if I am recalling correctly, when you fire a smoke shell, the main count also minuses a shell still.

    So if you had 10 HE. and 2 smoke. ( you need to think of it as 10 total rounds to use and 2 can be smoke if you want them to.)

     

    I hate it personally, but that is what the game does.

     

     

     

    This is how it works for off-map mortars or artillery. But on-map mortars count Smoke ammo and HE separately, like any other weapon does. I believe in the bug being referenced here, there are still smoke rounds left in the count, just no HE.

  5. I'd be curious to see usage or production stats. It's interesting that some GIs didn't even know these rounds existed, despite coming under fire from them--for example: 

    "I thought I was seeing mortar rounds hit the ground, bounce back up and explode. That didn't make sense. I must have been seeing them before they struck the earth."

    https://books.google.com/books?id=sAq5BAAAQBAJ&pg=PT322&lpg=PT322&dq=german+mortar+bouncing+rounds&source=bl&ots=-iGeVQy9gV&sig=yIf2IVo5HuO_-3ve2ZYOng7caro&hl=en&sa=X&ved=0ahUKEwiJwJbwnPrUAhWENT4KHf66D3MQ6AEIQzAH#v=onepage&q=german mortar bouncing rounds&f=false

  6. I did this as a backup (I play almost entirely in v4, but thought I might want v3 still around for Commonwealth scenarios where I really need my Bren guns to fire bursts over 150m, which they don't in v4). As I recall, what I did was changed the name of my existing CMBN folder to "CMBN 4." Then I went back to the original download link I received when I bought CMBN (v3 at the time) and re-downloaded the game. Then I re-named that new folder "CMBN 3," so then I had both clearly labled. Note that this method only works if you bought the game before the upgrade, and if you still can access that link (either thorugh the email you got at purchase, or through your BF account). I don't know if there's a way to do this if you never had v3 at all.

  7. I think I'm observing a bug with U.S. MMG teams and wondering if anyone else has seen it. The problem arises when canceling a Target Light order under WeGo (in update 4). The MG stops firing right away, but at the same time, at the very beginning of the turn, the team leader almost always fires one of his rifle grenades--a sort of parting shot. This isn't just a carryover of the previous order, since they don't use rifle grenades with a Target Light order. In the cases I've seen this also can't be a TacAI targeting decision, since they have no spotted enemies and the Target Light was area fire. This hasn't yet caused problems but it easily would--since MG fire doesn't hurt nearby friendly troops but rifle grenades do. I have a saved turn. I assume this is a bug, since I don't see any reason the game would be designed to work this way.

  8. I also like the info sharing rules because they make it easy to impose realistic house rules on yourself when playing the AI. Beyond the real benefits that @domfluff notes of keeping C2 and deliberately moving units to spread around information, when I'm playing the AI I also force myself not to let units react to unspotted enemies and not to let them fire unless they have "suspected" icons in the area. I find this more fun and challenging, and having the infrastructure of info sharing built into the game makes that possible. Probably no game can eliminate God-Like-Player Syndrome, but I love that CM does as much as it can to mitigate it through programmed rules, but then also gives us the tools to further mitigate it voluntarily if we want to.

  9. I just bought CMFB and I'm enjoying it so far. In several scenarios I've observed German PzGd squads--which in other titles have 2 Gunners with MG42s--in which one man marked "Gunner" only has a Kar. 98K (the other has an MG42 as usual). Just to make sure I don't have some sort of odd TO&E glitch, this is normal, right? I assume representing late-war equipment shortages?

  10. Thanks to you both for your replies! I uploaded a saved turn at the link below showing the problem. @IanL, the problem is that instead of switching to a ? icon when they lose LoS, they lose any icon at all. You can see it in the turn if you click on the HQ Support Team of 1 Platoon, 2 Company, I/Pz.AA.3 at the beginning of the turn, and then again at the end. At the start, the team has a full spot on the ZiS-3 on the western side of the map, but at the end, after moving out of LoS, it has nothing. Likewise, the 1. Battalion Scout Team has a full spot on the gun, but the nearby Sniper Team never picks up a ? icon despite being within 50m of the Scout Team. One quirk I hadn't noticed until now: this applies if you're clicking between units, as I was doing while playing the turn. But if you select one of these units and stay with it throughout the playback, everything works normally and these units *do* have/gain ? icons for the gun. The issue arises if you ever click away and then come back, and in that case the ? icon goes away or doesn't get picked up. The icons also don't show up at the end of the turn, or during the following orders phase.
     

    https://www.dropbox.com/sh/9hoz1igl1eq8xt8/AADLt-zNnSWdJcR1L5y9mAvxa?dl=0

  11. I've seen this in a number of titles, but most recently in RT, so I thought I'd post the topic here. I occasionally encounter a situation where one of my units gets a "full" spot (with a complete ID and icon) on an enemy unit, usually an AT gun, but then that information doesn't disseminate outward. In other words, other units of mine don't get a "possible" icon for that unit, no matter how close or how well in C2 with the spotter, and no matter how long I wait. Sometimes the original spotting unit itself doesn't even keep the "suspected" icon after it moves out of line-of-sight. It just completely forgets that the enemy unit exists. Has anyone else seen a situation like this? Is it a bug, or meant to represent something in real life?

    (This matters to me because when I play against the AI, I try to keep my units from area firing or reacting to units they're not aware of, which means I pay a lot of attention to C2 and information sharing, based on @MOS:96B2P's very useful findings.)

  12. No, this is not about halftracks! I've seen those threads.

    I'm looking for tips on using plain panzergreandiers (the kind that come in 8-man squads with 2 MG42s and 1 MP40), especially against Russians, in cooperation with tanks. It seems to me that one of the main roles for infantry in an armor-heavy force is to clear out close terrain like woods or buildings so the armor can maneuver around it or, if necessary, through it. Russian tank-riders are great at that because they have the numbers to absorb losses and tons of SMGs for close-in firepower. But PzGds are both relatively fragile, and light on SMGs. The MG42s are best at longer ranges and if one of the gunners goes down, that takes out a big chunk of the squad's firepower. So far I've learned to stay away from close terrain, hose it down with LMGs and tank area fire, and clear it only when absolutely necessary. But it seems to me that PzGds are basically not well suited to what tank-following infantry needs to do. Russian tank-riders' ability to clear patches of woods or clusters of houses seems to give their tanks more tactical flexibilty to use cover and maneuver behind it. Does this just reflect the reality of doctrine (and maybe the reason the Germans armed the Sturmgrenadiers in the Panzer Brigades with MP44s)? Or are there other tips I should learn? 

  13. 10 minutes ago, exsonic01 said:

     

    It was very long time ago I served in army, but I can tell you that is not realistic at all. Running away from foxhole or trench or well fortification position, without clear and direct order, would earns court martial and good years of army prison, especially even more harsher if it was during the middle of firefight. Plus, it is not realistic at all, that soldiers running away across the open field or open street without any cover, in the middle of firefight, showing back to the enemy fire. That is just suicide. They will be pinned down and will dug in more deeply, but will not runaway immediately when the bullets are flying right before his or her ear, like that. Running away in the middle of firefight because 2~3 buddies are downed? I can't imagine such behavior from any of ppl I served with. More realistic response of well trained army would be, first, try to smoke and pull the fallen buddy, and second, pour a lot of fire to suppress enemy again, and third, try to find the retaliation with full of hate and anger. At least I learned in that way. 

    Same as artillery shelling situation. If they are in good cover, or in relativity better position, they should not give up their position. I'm not sure how many times I watched my pixeltruppens stupidly washed away by the mortar and artillery and following machine gun fire, in the middle of wide open street and field. They could live and fight back if they just stayed in the house and trench. And that is kinda 101 from the training school, that keep your head down and stay in your fox hole if the shelling begins, not running away like that. The only moment we need to run is when the chemical shells are falling. I tried everything during the command turn, but I was unable to stop their stupid 'ultimatum'. Current TACAI should be modified in a way to reduce such irrational behavior. 

    Sorry if my terminology wasn't clear--I'm including entrenchments as "hard cover." I completelyagree with you about anyone with a foxhole, a trench, or in a building, and I don't think that's working well in the game at the moment. But I like the new morale effects in general, for those who aren't in good cover. I like that attacks can fail in the face of enemy fire after only a couple of casualties, as the pixeltruppen are less eager to press on in the face of losses. And I like it when Green troops making a risky move under fire will go to ground and ditch my orders even without taking casualties.

  14. 23 minutes ago, LUCASWILLEN05 said:

    Seems reasonable enough to me. In real life a squad will probably bug out when it comes under heavy fire as you describe. They have, as you say taken a couple of casualties and are pinned down. Even veterans might consider bugging out under these conditions particularly if their cover is not great where they are. In terms of game play maybe it is annoying.

    Maybe look for tactical solutions like putting another squad on overwatch and attempting to suppress enemy fire which would at least give the targeted squad a better chance

     

    I agree, I generally like the morale under Upgrade 4. It seems more realistic and forces me to use better tactics. The place where it seems off is only when troops run from hard cover, and especially when they run towards the enemy.

  15. I've seen this too, usually where I've plotted waypoints, hit "Hide," then added one one waypoint and unclicked "Hide." "Hide" then stays on the earlier waypoints but is removed from the last one. I'm not sure whether it's a glitch, or if it means that the unit will Hide at each way point excpet the last one, where it will Un-Hide. I think the latter would be a cool feature but I haven't tested it.

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