Jump to content

bruno2016

Members
  • Posts

    90
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

bruno2016's Achievements

Senior Member

Senior Member (3/3)

13

Reputation

  1. Hi Irwin, I have been playing all CM2 ww2 modules, so CMFI/BN are fine for me. I like big scenarios. I also play PBEM+ with Matrix. I am in a GMT+4 timezone. I can play several turns a day. Let me know how we take it from there
  2. is there any turret mounted smoke mortar (eg the Shermans mod. 75) which can fire up to 150 yards in CM2? I cld only see the "pop up smoke" command which is basically a smoke discharger for very short distances. Of course there are smoke shells but it takes much more time to lay and get to full effect. In other games (eg ASL), tank smoke mortars are present for the relevant vehicles and u can use them during your movement for instance to bring some cover when facing tough opposition, and if u have enough capacity u can "hop" like this from smoke screen to smoke screen. Similar tactics can be of good effect to protect moving infantry by laying some smoke ahead of it from your tank.
  3. I would add in the nice to have's: possibility of calling 2 subsequent missions for the same tubes: for instance HE first then smoke, same target. What about WP for the US arty?
  4. ok interesting. Btw would u be interested in playing Clash of the Titans Redux? Lots of tricky LOS, huge OBs, thick armor,...
  5. so is it a bit like taking a chance when u think u move or stay out of sight but u might still be spotted regardless of the LOS pre-checks? Someone in this discussion thread told me the height of the commander in the vehicle determines what can be seen. If the enemy tank has a higher view point, then there is no reciprocal LOS. Here my Stug staying 1-2 turns behind light woods got shot up by an IS2.
  6. is the Target approach to check beforehand the LOS from some way points accurate? My tanks have been several times been hit when moving to some way point, typically inside or behind some woods, even though the LOS line was pink or red to the area where the enemy shot came from. And the shot came from 900 m or more. It happened several times for instance in CMRT Clash of the Titans Redux. Anything I am missing?
  7. In the Seelowe Heights scenario, there are 2 locations with ISU-152s in full good order and, stacked with them infantry units on foot, not in the process of embarking, which are greyed out (after having been shot when riding and bailed out) but with status rested and broken, which looks contradictory. I cannot give any move command to the infantry units (whether move or embark). I can give move commands and waypoints to the tanks but these stay immobile, as turns unfold. It is obviously a bug which I had seen before in a similar situation. How can this be fixed or what is the workaround?
  8. I play CM2 since 2012. I like large battles, in time and space. I have tried quite a few ones against the AI but would like now a human opponent, PBEM. I can play almost every day, 2 to 4 turns.
  9. Hi I also have all CM2 WW2 modules with the latest version (except the RT v2.13 one as i have a PBEM game in progress). I have been playing since the 2000's CM then CM2. I also play ASL on a regular basis (VASL). Mostly vs the AI as kind of training, then by PBEM more recently (Hot in Hatten, now Studienka in progress, and a few QB's). I personally like big scenarios, big maps. I had prepared a mid-size CMBN PBEM game that I never played, US side. Maybe we could start by this one?
  10. Hi, After I updated CMBN with the 4.04 patch in Windows 10, it crashes if I launch from the short cut (which is tied to the D folder). If I launch it from the .exe file,, in C (original setup or D>Documents>Battlefront>Combat Mission Battle for Normandy (where I copied all files from C) it works but with the 4.03 version... Any clue?
  11. hello all. i am looking for a *PBEM* opponent, CM2 any module. I like large games with a mix of infantry, AFVs and arty. A few examples of which games I have in mind: CMFB: Hot in Hatten, CMRT: The hill, the Bridge, The Creek, Studienka, Clash of Titans, Seelow Heights Hill 621 CMFI: The forest of Wild Beasts
  12. in CMFB, I am using a MG zug leader team (no FO available) to request off map 81 mm support. It has a clear LOS (light blue) to each end of the targeted area (line target. It also has full access to the arty with green dots next to each mortar module. I noticed it takes 4-5 turns to get past the spotting phase. I am currently playing a scenario where its been almost 10 minutes since the request was done, and out of 100 rounds assigned to each mortar (2 were selected for a line target), 7 rounds have already been consumed and they are still spotting, past the initial 8 minutes delay mentioned in the mortar box when requesting support. Am I missing sthg here?
  13. in CMFB, for instance, I find the pop smoke special command quite unpredictable in execution time. Often i have a good order (not pinned or broken,...) unit, facing (G) the right direction, and it takes several turns to see the smoke grenades show up if they do. I am talking here of the offensive use of smoke grenades. What is the way to get smoke grenades launched in the minute following the order?
  14. alright. maybe for the next one if u have any other scenario in mind
×
×
  • Create New...