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Codreanu

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Everything posted by Codreanu

  1. It was a horrifically brutal battle, tankers holding off squads of Volkssturm with their pistols and company commanders manning the .50 cal from a scout car cutting down Germans storming over a berm by the creek. I ended up losing around 60 men and a platoon of Shermans but it looks like I got a nearly full replenishment for battle #6 . The map of it looks huge but fun, the whole campaign has been great so far.
  2. Ahh, those pictures are from Naugard? I thought it was from the previous battle, the defense one around Hill 20, which I just beat, and all I can say is I seriously hope the amount I took out at Hill 20 make Naugard a lot easier, because I wiped out about 2 companies of infantry and nearly every tank they had and even got them to surrender.
  3. I'm on this mission too and your pictures are scaring me over what I'm about to face more than I already was at the beginning . Great pictures though, I'm surprised that Jagdpanzer crew hasn't bailed from all of those hits even if they were almost all non-pens. Having to fight these beasts with mostly 75mm Shermans is cruel!
  4. Yeah, 100% makes sense, I would expect it to bring every unit you have up to full strength, I'm just not sure what any of the values under 100% actually entail, if it's a percentage chance of a unit getting replacements up to full strength, or a percentage chance of your entire force getting some level of replacements or what. Looking through old forum posts I see quite a few threads with the same question and haven't found a definitive answer so it seems like it's one of those black magic values that nobody is quite sure what it does. Maybe I'll make an excel spreadsheet of my units and see how they get replacements and how many they get and see if I can figure it out.
  5. I know that, but isn't it a percentage chance that a unit will get replacements up to full strength? i.e. if you have a 25% chance of replacements and four under-strength squads, statistically 1/4 will return to full strength while the other 3/4ths get nothing? That's what I remember reading in a different thread, at least. I was wondering if a completely destroyed squad still had a chance of getting replacements or not.
  6. How exactly are reinforcements for entirely destroyed units handled in campaigns? I know if you get a lucky dice roll on a squad with even one soldier left alive in it it will be brought back to full strength, but if a squad is entirely destroyed can it still be brought back to full strength if it gets that same lucky dice roll or is it gone for good?
  7. APHE (in Red Thunder at least) has an insane fragmentation radius. I've had infantry get killed by an APHE shell from a StuG that hit the dirt 100m away, far greater than an HE shell of the same caliber.
  8. I actually like these types of scenarios, it makes me feel less bad about myself when I lose knowing the side I'm playing as lost in real life too. The fun of the games for me too is immersing myself in the experience and seeing what I can accomplish, a scenario designer's opinion on what constitutes a victory or a defeat shouldn't matter, it should be about how well you felt you did with the tools you were given. Of course this goes out the window a bit when you're playing a campaign and the designer's definitions of success or failure can end your run, but that's when the save-load feature comes in handy
  9. In my experience usually the best performing units don't make it to the end of the battle, so most of those awards would end up being posthumous
  10. Two platoons of M60s destroyed in less than five minutes by the two platoons of T-64s under the command of Lieutenants Lemeshev and Schetinin near the town of Grieshof.
  11. CM:A2 would be awesome, but how about Combat Mission: Chechnya?
  12. I played this from the Soviet side and I feel the same way, the first mission was incredible and really made me feel like I had to fight for every single inch of ground but the 2nd mission was very boring, felt like there were hardly any Germans for me to fight and there was only the tiniest of garrisons around the "Reichstag" itself which deserved it's own unique model and not some office buildings smashed together. The Brandenburg gate being a bridge that your tanks get stuck on top of was silly too. The second mission deserved a lot more attention than it got, or it should have just been chopped entirely and the first mission just being it's own solo scenario.
  13. Seeing all the different flavors of Ratel in action would certainly be fun to see if we ever get to the point that all the other big players of a potential WW3 are covered. Something to do with a hypothetical 2nd Korean War would be interesting too.
  14. For individual scenarios I will give them one or maybe two attempts before moving on to the next with the intention of going back and beating them eventually but there's so much other content I haven't had the need to yet. I've never played a campaign to completion yet minus the two-parter Battle of Berlin one in FR because the longer ones seem pretty intimidating, but it seems fair to save before and after a mission just in case you work your way into a position where you've lost so many troops you can't proceed.
  15. How many of you hit the mines in the first mission? Those felt a little cheap, I even sent a vehicle down the whole length of the road and it didn't touch a single mine, only until I send the rest of the convoy through and they nail three vehicles before the turn is over do they go off, of course. I'll admit that made me frustrated enough that I quit the mission right then and there but I'm sure I'll go back and try again eventually.
  16. Zaloga's book on T-64s gives the same armor value for T-64A and T-64B, but also mentions the redesigned armor. From what I get out of it is that the T-64A's were eventually retrofitted with armor equaling the T-64B. If true maybe it would be worth implementing a T-64A Early and a T-64A Late, although I have no idea when the retrofitting process was completed. Later T-64B's also had an extra steel plate added specifically to counter Israeli M111 APFSDS but that's after the time frame of CM:CW.
  17. Well, that was one well placed Bradley. After playing from the American side and seeing what the Soviet AI tried to do, I think what would make playing as the Soviets so hard is thinking that the battle is some sort of tactical puzzle and overthinking what you're supposed to do. There's a hundred different ways you can try and push your force through a bottle neck, suppressive fire, smoke, just pushing through it, but just dismounting your infantry, going through the woods and trying to avoid the bottleneck altogether is not something I would have thought to do if I had tried playing as the Soviets first.
  18. First run as the USA and while I'm not done with the mission yet, I do hope this is a good sign...
  19. Fun mission, 17 of my casualties were from artillery and enemy CAS, only one M150 and one M60A2 actually got taken out by enemy tanks with ammo detonations on both of them. I'm much more impressed by the accuracy of the artillery than I was with either the TOW or Shillelagh, I took out two tanks and I'm guessing disabled another just using the artillery on point target.
  20. I've only played it as the Germans versus the AI but your men are going to be dead meat anywhere but in the woods due to those German half-tracks. Clearly you cannot hold the village at the start and the brickworks will just keep a German platoon temporarily out of the fight at best so I think your best tactic is to mount a defense in and around the woods around the creek bridge. Even then you need good positioning because the German infantry are armed entirely with StG 44s. Anti-tank rifles are actually pretty effective against half-tracks in my experience, they have no issue sniping gunners and can even get frontal kills with enough rounds, but they are better from the flank. I don't think you get any armored reinforcements either so your best option is to catch their attack in the woods and beat them up close there, I think.
  21. They're probably never gonna actually kill a Panther or Tiger but at least it can spook it a little and slowly degrade the optics, or serve as a distraction while you move actual armor around to the flank. It never hurts to have another cannon fodder unit you can use to locate MG teams too!
  22. I know, I've played the game quite a bit (which makes my lack of skill even sadder), I've just never gotten a flamethrower team close enough to a tank to see what would happen.
  23. Wait, you can take out tanks with a flamethrower? Will it actually fire on it by itself or do you have to target the ground around it? Is it an insta-kill like it is versus infantry?
  24. The area where the shells will hit isn't really the issue, it's more the fact that with one observer team it would take an hour to call in all the heavy artillery assets and the mission is only an hour and thirty minutes long. Thankfully it's really easy to just add an observer team to the start with the editor.
  25. Just started the Red Dawn mission and the briefing says I should be able to call in the 122mm howitzer and Katyusha batteries during the setup phase but it hasn't given me any units on the field high enough up on the C2 chain to call them in. The regimental commander doesn't have the ability and observers which can don't come in until 5 minutes into the mission. Is this an oversight or intentional or am I missing something?
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