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axxe

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Everything posted by axxe

  1. I assume because the guns have to be adjusted (re-aimed) every few rounds...
  2. The below was not produced very rigorously, but it's been helpful for me to balance intensity and duration of fire vs. ammo consumption. It's US only. Wouldn't expect a huge variation for other armies, but who knows.
  3. In the editor the Title does end in a . Scenario designers, please DON'T DO THIS.
  4. Having a file naming issue with a scenario - hope someone can shed some light. I'm playing CMBN on a Mac, OSX 10.11.6. I just recently started playing my first h2h scenario. I was sent a file called "CWVP A Slow Advance.btt" (minus the quotes), which I placed in /Applications/CM.../CM.../Contents/Resources/Game Files/Scenarios/. I then started up CM, chose Battle, and chose the scenario. I have a habit of saving all of my moves with a _save suffix before clicking the red button. Here is a screenshot of what I'm offered as a save name. Notice the period after Advance. If I append _save to that name and click OK, I get a game save called "CWVP A Slow Advance.bts" (minus the quotes). If I manually remove the . then everything works fine - I get a game save called "CWVP A Slow Advance 001_save.bts" This is a problem because it means each game saves overwrites the prior game save. This is particularly a problem for me now because I just tried to go look at my first game save to remind myself which mines in my mine field are anti-personnel, anti-tank, or mixed Ruh roh! Anyone know why the period appears in the offered save file name? Was that set by the scenario designer?
  5. A bit more chart below. Not an exhaustive (har har) test, but still helpful. With a combination of using Target to measure approximate distances, and rough numbers like in the chart, I can fairly well synchronize unit movement, and have an idea of when to expect fatigue, etc.
  6. Did a quick additional test as a QB. Unit chooses invisible side door over front door: No apparent side door from the inside...
  7. Apparently the door in the front of the house is actually in the side! Map is from CMBN: Holland Open Med Meet 061. (Should I be reporting things like this here?)
  8. Question about checking LOS during setup for a PBEM game: Is it correct that when setting up a PBEM game one side is able to experiment with unit placement and LOS without committing to unit purchases while the other is not? Or am I missing something? Example: 1) Open CM and select QB - choose settings for two human players / PBEM, click ok 2) Select Allies, PBEM, and select password 3) Choose filename and save 4) Send file to oppo 5) oppo opens file and sets password 6) oppo is now able to preview map and purchase troops At this point oppo notices a hill in a strategic location that would be a great place to put an FO, as it looks like it might have LOS through some trees all the way to the other side of the map. No way to test this, though, so oppo either buys or does not buy an FO and artillery. 7) oppo saves file and sends back to me 8) I open game file and preview map I also see a hill in a different strategic location with maybe a view through some trees to the other side of the map. So I exit the map preview, buy an FO, give a move order to the top of the hill, and check LOS to the other side of the map. Nope, cannot get LOS through the trees at all! Glad I checked. 9) I click Menus, and click Quit I can iterate on loading the game file, experimenting with purchases, without committing to anything, while oppo can only do the LOS test on the next “turn”, after he’s decided whether or not to buy the FO and artillery. Is this an imbalance built in to the PBEM system, or am I missing something?
  9. Presumably an AT gun is also too short to spot? Though they should not quite spot my turret, either.
  10. The situation I imagined was wanting to give my tank a Target Armor Arc. If I am moving up to a ridge and want to be hull down to an area but only open fire on armor. It appears that the new Hulldown command basically removes the option to do any arc targeting on the final waypoint, either to restrict firing to only at armor, or using an arc to turn the turret. Obviously the old 3.0 ways of achieving hull down still works; I'm just trying to understand the new command. I'm downloading the 4.0 upgrade as we speak, so I can experiment for myself soon...
  11. Sorry for not being more clear. I meant the new 4.0 Hull Down command, not achieving hull down via hunt. Hull down via hunt I already know how to do thanks to your blog, Bil! :-)
  12. I haven't upgraded to 4.0 yet, but I've been reading about the new Hull Down command. Question: How do I (can I?) use Hull Down with a target arc at the final waypoint? Seems like if I choose a Hull Down waypoint, then set an area target from that waypoint (which should cause Hull Down to stop movement when the vehicle is hull down to the target point), then I have no way to, for example, give a target armor arc for that final hull down waypoint. Is that right, or am I missing something? Is this a case of needing to use Hull Down without an area target on the final waypoint?
  13. A couple questions about using CMH (I'm just now going to look for my first PBEM opponent): 1) If I am partially through assigning commands for a turn and save, will this send the partial turn to my opponent? How can I periodically save before sending? 2) Normally when I play I make two saves for each minute of play. One save is all of my unit commands, which I save right before clicking the red button to continue. The other save is the replay of that turn (I click save immediately after the replay of the action has finished), so I can re-watch it later on. Will this confuse CMH? Thanks! :-)
  14. Glad the tables are helpful. When I encounter a new situation I try to do a bit of homework/training as I would expect to have received before becoming a commander ;-) I have other tables that might be helpful. Shall I start a new thread and post them? Is there some official place where this sort of thing would go?
  15. Interesting that you found hunt to be faster than move. I did also test for distance til tiring, so I did have my units run hundreds of meters, though I can't say for certain I waited til the end of that run to calculate speed. So it could be that hunt was a bit faster than move and I missed it. I was also testing on flat, level, open terrain (grass). But I did also test movement in light forest, and there I did notice hunt was a bit _slower_ than move. Though the terrain could account for that. Here is all of my personnel unit movement data:
  16. Jonh Kettler, Sorry if I wasn't clear in my original posting. The mines that do light damage to vehicles are AP mines (antipersonnel). Antivehicle mines (I abbreviated as AV) do absolutely kill any vehicle that detonates one. The AV mine section was very short - only on line! From my earlier posting: =================== Vehicles and AP mines: - Jeep is destroyed by a single AP mine. - Tracked vehicles take damage and are eventually immobilized by AP mines - 1-2 mines stop a halftrack - 3-4 stop a Sherman tank. - Vehicles appear to always trigger AP mines. - Personnel units in a jeep or halftrack take casualties from AP mines, tank crews do not. Blast and AP mines: - Mines adjacent to barbed wire which is blasted away with TNT remain active minefields. == Antivehicle mines == Detected as with AP mines. Marking has no effect - vehicles will still detonate a vehicle mine. One AV mine will disable a Sherman tank. ====================
  17. My experience is that move and hunt are the same speed for personnel and vehicle units, but I'm a n00b, so what do I know ;-) Here's my data on movement for a single environmental condition:
  18. Thanks! I am understanding it as hunt being a sharp focus on enemy units "out there somewhere", and move allowing the guys to also scan the ground.
  19. After flail pass over AV mines and Sherman drive-through test.
  20. Since you asked so nicely ;-) Flail tank vs. AP mines: - Flail tank happily flails across AP mines with lots of little explosions. - Each AS that had contained AP mines gets a green all-clear(?) sign with a big white X. - After flailing, I was able to run infantry back and forth across all 10 previously-mined AS's with no casualties. Flail tank vs. AV mines: - Each AS with AV mines produced 2-4 big explosions and craters - Each AS that had contained AV mines gets a green all-clear(?) sign with a big white X. - Flail tank suffered no damage. - Sherman tank driving over cleared AV mine AS's caused no explosions and suffered no damage. Flail tank vs. mixed mines: - Each AS with mixed mines produced 2-3 big explosions and craters. - Each AS that had contained mixed mines gets a green all-clear(?) sign with a big white X. - There are also a lot of smaller explosions, presumably AP mines detonating. - Flail tank suffered no damage. - Sherman tank driving over cleared AV mine AS's caused no explosions and suffered no damage.
  21. How to search for mine fields: TL;DR: Use a small engineering team (2-3 man) moving slow (crawling) to search for mine fields. Details: v3.12, weather warm, dry, clear, sunny, level grass, all troops US regular. In a strip of ~30 action squares I set 10 AP mines. I then had a 2-man scout team move one action square at a time along the strip, such that they moved into and paused in each of the ~30 AS's. If the team took casualties I continued on with the remaining single guy til he also got killed or made it through. If he got killed, I continued on with another 2-man team. For each case below I ran this routine 10 times, for 100 minefield crossings. First I tried with a typical infantry scout team, moving across the mine fields. They detonated 28% of the mines, and detected 4% without detonation. Then I tried with a 2-man engineering team, also moving. They detonated only 10% of the mines, and detected 27% without detonation! Then I tried having the 2-man engineering team slow, hunt, and quick. With slow (allowing tiring but not tired) they detonated 7% and detected 32%. Hunting was worse than moving with 18% detonation and 16% detection. Quick was bad; I didn't bother finishing 10 runs. Do not quick across a minefield. In sum: % detected without detonation % detonated 1-2 man regular Inf. moving 4% 28% 1-2 man engineer slow 32% 7% 1-2 man engineer moving 27% 10% 1-2 man engineer hunting 16% 18% 1-2 man engineer quick 0%? a lot
  22. I'm about to start a mission where I'm warned about a minefield blocking the approach to a bridge I must cross, so I did some testing with mines. Here's what I learned. More detailed test results will follow in a second post below. This is all v3.12, BTW. == Antipersonnel mines == When a personnel unit moves onto a mined AS one of three things happens: 1) Mine explodes, causing AS to be marked with a red warning sign, and causing casualties. 2) Mine does not explode, but unit detects minefield, causing AS to be marked with a red warning sign. - Note that both engineer and non-engineer units can detect a minefield. - Note that sitting and waiting on a mined AS may cause the mines to be detected as time passes. 3) Mine does not explode and unit does not detect minefield. Once an AS is detected as mined and marked with a red warning sign, other personnel units that move onto the square continue to risk detonating a mine. The mined AS seems to never run out of mines. To make the mined AS safer, move an engineer unit to an adjacent or diagonally adjacent AS and have them Mark Mines onto the mined AS. Note that more engineers will finish marking mines faster. It seems that splitting an engineering squad into 3 teams and having them Mark Mines onto the mined AS from three adjacent squares will finish 3 times faster than a single team. Once the engineers are finished marking the AS, the warning sign will turn yellow. A marked mined AS can still cause casualties! It is much safer than an unmarked mined AS, but not completely safe. Vehicles and AP mines: - Jeep is destroyed by a single AP mine. - Tracked vehicles take damage and are eventually immobilized by AP mines - 1-2 mines stop a halftrack - 3-4 stop a Sherman tank. - Vehicles appear to always trigger AP mines. - Personnel units in a jeep or halftrack take casualties from AP mines, tank crews do not. Blast and AP mines: - Mines adjacent to barbed wire which is blasted away with TNT remain active minefields. == Antivehicle mines == Detected as with AP mines. Marking has no effect - vehicles will still detonate a vehicle mine. One AV mine will disable a Sherman tank.
  23. Any value in dropping artillery onto a minefield to detonate/destroy the mines?
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