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Posts
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Posts posted by chuckdyke
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1 hour ago, PEB14 said:
Do I get your point?
Yes and inside their halftracks they have decent protection against Soviet small arms. But their AT-Rifles are a force to be reckoned with. Panzer Grenadiers as the name suggests are there to be in formation with their armor. The German artillery is not as good as that of the US forces or even British Commonwealth. You fight against the Soviets not in the same way as the Western Allies. Make the most of the lack of Soviet communication.
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28 minutes ago, weapon2010 said:
but it makes zero sense for a tank crew 100m from their destroyed tank
I agree but it still applies to the tank crew too in CM logic.
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On 4/14/2024 at 4:23 AM, PEB14 said:
I'm curious to learn what are the advice of the PzGr fans on the forum…
The riflemen are basically ammo carriers for the MG42 and keep their eyes open for enemy forces to snipe at them to protect their firepower which is the MG42. Also keep them as long as practical in their Hanomags aka Halftracks they are mobile Foxholes to keep formation with the Panzers. Against enemy infantry especially Soviets keep their tactical range at 300 meters and avoid allowing enemy infantry inside 200 meters.
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5 hours ago, weapon2010 said:
How would a tank crew well away from their knocked out tank be able to call in Arty?
How does a single Soviet Engineer Squad leader WW2 call in artillery? (only mortars) It is something HQs can do. It is just poorly modelled with a hypothetical field telephone or some other means. We just don't play like that; you need a commonsense home rule. Yes, the FO can have a hypothetical field telephone, but it is just more realistic if it is close to a unit with a radio.
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Good tiny scenario in FB Trouble with Siegfried Imo. It teaches how to clear mines, how to clear a building and finally capture pillboxes. After that little but challenging scenario you can tackle Campaigns of the Capture of Aachen. Blow them all up.
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2 hours ago, George MC said:
Is there a ‘correct’ way?
I just feel the player's birds eye view is a little bit of a spoiler. Yes, it is up to two players to have fun and it is up to us to accept invitations. We have enough experts on the forums to share their methods. But silence is Golden.
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On 4/8/2024 at 4:46 AM, Jackal2100 said:
Yeah, we have been sporadically getting turns in, and it might be close. Hopefully we can conclude things before it defaults, as that would be upsetting.
There should be in the manual a guide from Battle Front how the game should be played.
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Play Hammers Flank without be tempted to do Borg Spotting. I mo the only way to conclude the Campaign successfully.
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On 2/12/2024 at 12:05 AM, TheQuakerOatsGuy said:
The manual advises players that they have to think differently playing as the Red Army
WW2 just accept your TacAI won't provide tentative contacts as fast as the other units in WW2 because they lack radios. Reason full contacts are much slower generated and the Germans shoot first. As Soviet the armor most of the time lead the way they have radios. A good tactical range for Soviet infantry is 100-200 meters. It is when the TacAI will favor you as their submachine guns shines. Artillery is the other one you have maybe one opportunity in a scenario to call them up. Call in times 15 minutes. Their AirForce also they can't be influenced by ground units. The way to favor you you know when they are above the Germans don't.
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I works inside buildings by giving the face command towards a different window.
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Two men scout teams on Hunt. Press H after the first waypoint all subsequent waypoints also have Hide on them. I found the usually expendables have a much higher survival rate. Two rifles are not much use, unless your name is Clint Eastwood and order he locals to get off his lawn after the war.
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53 minutes ago, AdamPraha said:
And instead spit his HE ammo into the advancing enemy?
If it's TacAI is not coded as such you will probably come out 2nd Best. It is just my opinion. To find out for certain make a testing scenario in the editor. To establish reliable horizontal communication, I think you need to be inside four action squares. Better three action squares that is 25 metres and the Stug needs to be unbuttoned.
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10 minutes ago, BornGinger said:
The mud tiles are always too sensitive.
I think regardless of what speed you plot, the tile is the cause of bogging.
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56 minutes ago, Artkin said:
Yes it does. It's not about map design. Sand is not the same as hard dirt.
If it is it should apply at every scenario. I my 20 years of experience as a player I have found no evidence. My default mode of travel is fast for me unless there is a reason not to. The engine slows vehicles down automatically anyway. In Black Sea I found that Ukrainian vehicles seem to bog down a lot. In Battle for Normandy allied tanks are doing OK.
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On 3/21/2024 at 7:23 AM, Artkin said:
Everything except the bmp-3 was set to "normal" speed. Bmp-3 was set to "Quick".
There is no evidence that plotted speeds influences bogging. My default setting is fast or hunt if it has riders. In a muddy affair FB, I immobilize one Sherman on average. Your case seem to point towards the map design.
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1 hour ago, Artkin said:
The ground conditions are set to very dry.
Vehicles also bog in the desert.
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It is actually keeping waypoints to a minimum by knowing when the convoy stays on the road and when it doesn't. Attack on Son Battle for Normandy if you play Germans the first bridge is horrible and I found my carefully plotted waypoints changing position in the following turns.
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Bogging a good test scenario is a 'Muddy Affair'. Once you played a scenario go back and use it for testing. Bogging in that scenario, last time one Sherman exactly got immobilized. After 10 more times the result was the same. I figured out an 'unbogging' drill. Go back and play and experiment various scenarios. Same with 'Battle for Normandy. I went back to the tutorial with the three trucks scenario. I found out about spotting just by playing it on 'Iron'. Don't rush to die in the more difficult scenarios. I get sick having arguments about my methods test and find it out yourself about which drill you need to use.
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No plan survives first contact. Except for the propagandists in Moscow.
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15 minutes ago, AdamPraha said:
But the computer knows..
AI Plan.
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1 hour ago, A Canadian Cat - was IanL said:
Don't hide your team when you want them to act. Hiding greatly reduces the team's spotting ability.
Hiding also means hold your fire. Hold your fire except in the cover arc. Excellent way to make sure a Panzerfaust doesn't get overambitious.
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55 minutes ago, AdamPraha said:
3.)When they get within range, they'll start firing the panzerfaust themselves?
Panzerfaust 30 means this Panzerfaust has a tactical range of 30 meters. Yes, give it a tactical cover-arc of a range of 30 meters at 360⁰. Yes, you need to test when the TacAI does the right thing and when it doesn't. I think AT weapons will engage automatically, to do it manually may very well be counterproductive. Example why I play like this I compared Red Thunder with SF2. Often Red Thunder is more effective. I think the reason is often I play with battalion size formations and in SF2 company size. I found in SF2 I micromanaged possibly too much. As in Red Thunder it would be too time consuming. But the best way to find out is to test it yourself. Reason we have many scenarios play against the AI the same scenario and experiment.
How Hot is Ukraine Gonna Get?
in Combat Mission Black Sea
Posted · Edited by chuckdyke
Where is it written that NATO countries must support nonmembers? AS far as I can tell they must only support each other in case a member is attacked. Governments which had an open checkbook are already voted out of office. That is the crux of the matter, that some governments cut back on spending.