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AncientForest

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Posts posted by AncientForest

  1. On 5/12/2020 at 12:02 PM, Erwin said:

    Am always concerned about ammo preservation.  So, my take on this tactical challenge is:

    1) If one is not sure there is an enemy in a building and one wants to suppress a building it's better to AREA FIRE at it by other units for a minute (or many minutes depending on ammo levels and time crunch of scenario).    Then... QUICK move the assault team to the door and PAUSE for 5-10 secs.  In this instance I don't want the assaulting team to waste ammo, grenades and RPG's so I do not issue a TARGET fire order when it is PAUSED outside.  Then... QUICK or FAST move inside.  The hope is that if there is any enemy they will be suppressed and the assaulting team can see em and pick em off first.

    2) If one knows or is pretty certain there is an enemy waiting in the building, then in addition to AREA FIRE suppression from supporting units, I have the assaulting unit TARGET fire for 5-10 before a QUICK or FAST move inside ending with a waypoint with a 360 degree arc so it can choose its own target (assuming there is one) after entering.

    How do you target for a set period?

  2. 12 hours ago, Warts 'n' all said:

    There have been quite a few threads about this problem in recent years, so you are definitely not alone in your frustration. All doors are real doors, but sadly don't always work as they should.If you use the "search" facility you should find the answers you need regarding the different modules that the problem occurs in.

    Wow, thanks.

    The dev should be ashamed of himself.

    Not fixed in years. Major issue.

  3. Why cant your units use the back door.

    Say you put a way-point at the rear of the house, shouldnt your units then use the nearest door, the rear door to exit the house. Why would your units use the front door, walk directly into enemy fire, and attempt to walk around the building. That is ridiculous. And it would have been incredibly easy to implement. And it would have made this simulation game more realistic; just that one little change would have made the game more enjoyable and strategic. But for some reason it's not in the game. I cant believe it.

  4. I am on a mission where I have to cross a bridge.

    Unfortunately enemy wreckage is blocking the bridge. If I do try to cross it slows my units considerably. And now they are stuck. I understand that this is a sim but some things cant be simulated precisely, problems such as this. I suppose in real life they would clear the bridge somehow ...but we cant do that in game. I cant even target the wreckage.

    Is the only solution to go back before destroying the enemy at the bridge and hope it isnt destroyed on the bridge!?! Is there some other way?

     

  5. Now that I think about it, the Americans fled before my first mortar even hit the ground since they, all of them, were approaching my units in the forest before the first mortar even hit. They were flowing out of the town completely, none remained in the town. They were all killed as they approached my units outside the town.

  6. It was total waffen SS loss. Or something similar. You get 5 points for the occupy objective, most points come from destroying american troops. So you cant win by simply occupying the town.

    I just got total waffen SS victory with 17 minutes remaining. The American started fleeing the town almost immediately, before I even attacked (I had only a few mortars going), but I had my troops stationed along the road behind the town so they couldnt flee. That is how I won. I cant seem to take screenshots.

     

     

  7. Nothing in the brief about this. I didnt even know enemies could flee the map. The only way to know this is to fail the mission or cease fire and then to realize you have to go about it very differently than what the brief says.  I am thinking that every mission probably have fail points where the objective isnt clear or where the brief doesnt actually say what your actual mission is. You have to look at the scoring, only there will you get a hint.

  8. So it seems that enemy units are allowed to retreat and leave the map.

    There are no enemy units. I think that is a joke. Poor mission design. I have to do the whole mission again and specifically place units in ridiculous areas to stop the enemy fleeing along the road or I have to play catch-up. That is one of the parameters of the mission. The main parameter.

  9. I am failing the mission despite occupying the objective and killing all enemies within the objective. Apparently there are enemies hiding somewhere, causing me to fail the mission. Since Mission 1 requires you to kill all enemies and only gives 5 points for actually capturing the objective.

    I have tried searching the entire landscape with squads and half-tracks and found no more enemies. I watched a youtube video where the user found no enemies outside the objective. My soldiers have covered the objective up and down and have searched all buildings in the objective area and some outside the objective. How is this possible, is the AI allowed to hide underground without firing or revealing their position?

    Here is the youtube series showing that there are no enemy combatants outside the objective.

     

  10. I did search the board but couldnt find anything, is there a way to find range information for a selected unit. This info doesnt seem to be in the manual either ...the older games had range info when pressing enter.

    Also there are three colored buttons at the top of the interface, a green circle, red circle and arrows ...what do they do?

    Thanks for any help.

  11. Hmm, it seems the manual does mention the armor hardness.

    Panzer VIE Tiger (Late)
    The late production model added the Nahverteidigungswaffe close-
    defense system and
    increased top armor protection; however, many armor plates had a lower standard of
    "hardness" due to production shortcuts.
     
    Not sure if the game only represents late designs however. To be honest I only just got the game, and am still playing CMBB also.
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