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bruno2016

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Everything posted by bruno2016

  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
  15. @Panzerfreak: Am interested. I match your description. I would like to play CMFB Hot in Hatten with the Germans as attackers. Its a good mix, for both sides, of infantry and AFVs, historical size (regiment or so). I have tested it against the US AI and hardly won a tactical victory, so it should be a real challenge with H to H.
  16. Beside this topic, I am looking for a player in CM2 WW2 (I have all modules latest updates and modules). Is anyone interested by PBEM?
  17. Yes you are wright about the bridge. Thanks. I realize the mistake I did by putting 2 waypoints across the bridge and not checking the path on the bridge itself. But still this does not fully explain why the Tiger II was idle, in good condition but rejecting any order to move or reverse or even change CA unless the AI considered that the Tiger was hopelessly stuck at the bottom of the ravine?
  18. actually it looks like CM for some obscure reason considers the tank to be in the gully and not on the bridge whic could explain why the tank becomes idle for the remainder of the scenario
  19. thanks for the tips. I always put my way points before and after the bridge in fast mode (and not hunt mode so no risk the tank starts fighting and gets immob'ed or destroyed there). The anomaly I am reporting is when a tank has 2 way points before/after the bridge (and the bridge is of the heavy type allowing the Tiger II to roll over), the tank gets stuck straddling the bridge wall and the gully beneath. It wont accept any type of move forward/reverse command, shows an in order status. So this looks really like a bug I have faced s mentioned several times and in this scenario, in the exact same conditions at the same place with the same tank.
  20. and out of control for the rest of the scenario
  21. in CMRT 4.0 / v2.12 (my current version) as well as in prior versions, a few times it happened that a tank "freezes" in the middle of bridge (visually it looks like it is mired in the underlying gully). This happened for instance in scenario CMRT "rescue that beast" where the King Tiger got stuck at the same place after rerunning the scenario! I have read that bridges are not well modelled in CM2 and true a vehicle always seems to zigzag at snail pace as if it was in the gully itself.
  22. In some (random) cases, an infantry unit of 5 men given the embark command onto a tank (here a Panther) "freezes" for the rest of the scenario, and the tank too sometimes, unable to accept any command. This happened in 2 very different scenarios using the latest version of CMRT (game engine 4.0 / v2.12). I would like to attach here the saved scenario turn but the file is too big. if you have an email address , i can share it in dropbox and send you the link
  23. good abstraction lol. just imagine a tank crew cowering and firing smoke in haste, instead of AP, when facing another tank ....
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