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BornGinger

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Everything posted by BornGinger

  1. The Germans began to use it as a support vehicle for the infantry but later on changed the use of it to be an anti-tank vehicle. I think that change was the reason to why they began to produce the Stuh44, or what it was called. The Stug III in the service as an anti-tank vehicle is probably the reason to why it is called a tank. And then it also very much looks like a tank. The Wespe, Nashorn and other vehicles look different than tanks and is probably the reason to why they aren't called a tank.
  2. Maybe this has been discussed already, but is the base game going to have US and USSR troops only or are there going to be DDR and BRD troops as well? If the fighting is in Germany I think the both German countries should be involved somehow unless they are supposed to have the duty of guarding their borders and other areas in the respective countries and leave the fighting to the two main opponents.
  3. I like that Swedish tank. It was apparently based a bit on the Stug III. And I prefer to play with Stug III tanks in my Final Blitz QBs. A bit pity thay they didn't think of making a version which looked the same and had a similar height but with a flatter turret than tanks usually had then.
  4. ... Watching Samantha Fox in her music video and Sabrina Salerno jumping in the pool with her boob falling out from the bikini top on the tv's teenage programs.
  5. So there aren't only videos of the Fire & Rubble module to look forward to on Youtube but also videos of this new Cold War game. Interesting.
  6. The Vietnam War would have been interesting. A war with more modern weapons but not as modern as in SF2 and Black Sea. First a base game with French and Viet Minh forces, a bit later on a dlc with US forces and North Vietnam ones which use Soviet and Chinese equipment and also adds the NFL (Viet Cong) and lastly the dlc which gives the North Vietnamese even more Chinese and Soviet military support and US soldiers that wear anti-war t-shirts and together with less US air support. That would be at least a five year long development to look forward to.
  7. If there also was the feature that German soldiers had a problem with lice after having taken over lice infested Soviet foxholes, threnches and buildings, the one carrying the tripod could also scratch his back with it.
  8. I think that the advance order we give the AI-troops in the editor is very similar to the quick order we give the troops we play with. You can test this by having a platoon or squad belonging to the AI and a platoon or squad belonging to the player. The AI-troop is given the advance order, leave between 00:30 and 01:00, from the south edge of the map up to a large wall which runs from the west of the map to the east. The player-troop is positioned on the north edge of the map. Before you push the button to start the game you order the player-troop to pause 30 seconds and then quick move to the large wall. You then see if there is any difference in how they move until they reach the wall.
  9. Sound like this could be Chaumont First Round where the US player has 22 tanks against the Fallschirmjäger player who has 1 Stug III, two AT-guns and troops with panzerfausts and panzerschrecks. A fun scenario.
  10. You could take a screen shot (you can use irfan view for this if you don't have anything that works) of the battle scene and write down the distance from the mortars to the enemy soldier and other info that could help. If your mortars and FO are nervous or worse, that can be a reason to why they don't shoot as shooting could reveale their position to the enemy troops.
  11. Will be interesting to see whether the German winter uniform in F&R will look the same as in Final Blitz or if there will be any differences. I suppose they will look almost the same. But maybe some of the Germans will wear Russian winter hats and valenki.
  12. Yet another commander that jumped on the sword to avoid a humiliating defeat.
  13. Those encircled in the picture are bodybags they wear on their shoulders just in case they get shot. They can then crawl into the bodybags to make it easier for the medics to remove them from the battlefield.
  14. Is it a scenario that comes with the game or a custom made one?
  15. @cerveromalakian* If you go to The Few Good Men you will be able to find more opponents for your game.
  16. The destruction of the bridge was one of the objectives during this battle in 1944 and will give the German player the most points. But if he doesn't succeed, he is hopefully going to be able to stop the Allied player from crossing the bridge and that way prevent him from getting the points for holding and securing his both bridge objectives. I'm not very fond of using TRPs as it might make the battle a bit too easy for the player having them. The only reason to have TRPs is if the player needs to defend a well prepared defense line. I don't think this battle was so very well prepared as the German forces starting position was a few kilometres away from the bridge. To have the artillery fall randomly is also more fun. But in this case a linear target over the bridge, from one river bank to the other river bank, will destroy it. Artillery support from a 150mm howitzer can be requested by an officer so I'll need to use a 170mm cannon which requires an FO. And it will be necessary for the German player to clear the two smaller villages on the road towards the bridge before the FO can move down. But I might add another FO a bit closer to the end of the scenario just in case.
  17. I wrote the words below in the post above which maybe is something that you would like too.
  18. I did tests with both Allied and German ammo dumps by positioning those ammo dumps both under and beside the bridge and I also tried it with Allied and German supply trucks. Shooting at the ammo dumps with mortars (when it comes to Allied ammo dumps the spot where they are as they aren't visible for the German player) doesn't have any effect. The supply dumps don't explode. Shooting with mortars or anything else at supply trucks which have ammo dumps beside them doesn't have any effect. The supply trucks explode but the dumps don't. Using a heavy bomber (Focke Wulf 190) to destroy the bridge by using point target on the bridge doesn't have any effect as the bombs fall beside the bridge. To make sure the bombs hit the bridge I'd most likely have to point target at a spot beside the bridge and hope that one of the bombs fall on it. But that is a big gamble and those playing the scenario won't have so many chances to get it correct unless they have more than one Focke Wulf 190. And as none of the five bombs hit the bridge I don't even know if any of them would destroy it. Using a heavy bomber to destroy the bridge by using area target and making a small cirkle around the bridge doesn't have any effect as the area target order causes the heavy bomber to strife the area beside the bridge. It seems bombs require a point target order. The only thing that destroys the bridge is heavy artillery. And by using heavy artillery there won't be any need of a supply dump under or beside the bridge. I do wish we could order the pioneer troops to set explosives on bridges. Could be interesting and exciting to see them do their job while a squad is supprting them to prevent them from being shot down by the opponents troops in some woods on the other side. If the first two pioneer teams didn't completely succeed, it would be time to send in the next two pioneer teams. Except the requirement of using point target to make a heavy bomber drop its bombs I did learn something else. If two teams stand beside each other and only one of the teams shoot with their rifles and submachine guns the other team shares their ammo with them.
  19. @KGBoyif you want to copy and paste a text from a website, an advice is to first paste it in a text file and then copy it again before you paste it to post here. If you copy and paste straight from the website the text is a bit too large when you post it. But then again, maybe you wanted the text to be as large as it is in your post.
  20. If the AI can do it, the player can do it too. I don't think the gunner abandoned the HMG but that the crew members took turns shooting with it. I've seen that happen before. If a HMG team member is shot anyone in the team takes his place. This carries on until all are dead or wounded. Unfortunately a HMG with all team members dead or wounded can't be used by any other infantry man, which I think is a pity.
  21. I don't have Red Thunder so I won't buy this module. But I look forward to all the youtube videos that will be up soon after you all can play it and I also look forward to all the discussions about it after you've played it for a while. A good chance to make a civil war scenario where two villages are separated by a forest and the ones on the left side don't like the ones on the right side and of course the same with the ones on the other side of the forest. Both of the villages want to control the apple tree farm on the hill in the middle of the forest.
  22. A wood bridge would be possible to destroy with 81mm mortars if I remember correctly from what I've seen in a youtube video of CMBN. But those bridges are also too short. I didn't know that it's possible to blow up ammo dumps. I'll do a test with placing an allied ammo dump under the bridge and try to hit it with 81mm mortars to see if it will blow up. If 81mm mortars don't help I'll try with a bit heavier artillery. Heck, I'll try the breacher team as well to see whether they'll chuck their demo charges onto the ammo dump. Thanks for that advice.
  23. If this is possible to do about an hour after the game has started it would be great. In the scenario, as it was historically, the German forces will have to retake two small villages on their way to the bridge, to secure their flank, and only after that the player would be able to drive that truck onto the bridge and set the explosives. It wouldn't be correct to have everything set to blow up already in the beginning of the scenario. But I'm afraid we'll never have the possibility to blow up bridges with explosives set by a team in the WW2 games. What I'll have to do now is to use an FO and later on add heavy artillery, or an airplane with bombs, as reinforcement which the FO can call for to blow up the bridge.
  24. I guess uncon is an abbrevation of unconventional. What the German forces used in that battle was a pioneer team that managed to set explosives on the bridge and destroy it after they had managed to push the Allied forces back to the south bank. Although this only hampered the Allied forces' offensive for about three weeks it was a mission accomplished. So being able to use explosives in FB which can be set off like they are in SF2 or maybe be able to use demo charges to blow up bridges would be great.
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