Jump to content
Battlefront is now Slitherine ×

chuckdyke

Members
  • Posts

    5,313
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by chuckdyke

  1. Something like a 30-year advancement in technology? Nowadays every kid on the block has a cell phone. Maybe every trooper has comparable technology inside his or her helmet.
  2. If we don't agree with some rules, we are free to make your own house rules. 1944 Eastern Front Soviet artillery was set piece using map references. If you had some practical experiences regarding preplanned, priority targets and opportunity targets you can make your own house rules. Do research and write down the protocols which are realistic. I do it with Command and Control. On the Eastern Front, Soviet fighter bombers have their own independent missions and yes sometimes they commit fratricide. US forces in World War 2 had for the time state of the art communications. Yes, HQ Shermans can call in fighter bombers in FB this is historically accurate. Appreciate as a game designer they must gather for everybody. Without customers BF will go broke.
  3. Play Seelow in F&R only the FO can call artillery. I wish you good fun with MIUS I got rid of it. We all play to have some fun.
  4. Testing is the best way to get answers. Go back to the tutorial missions and watch or your armor engages buttoned or unbuttoned. Playing on Hotseat against yourself is also a good way. A game you already played is an idea. Studying the editor and by testing your creations you will know. Infantry unaided can spot armor at 1 km an unbuttoned tank should be able to spot. In RL if you look through an optical device, you're legally blind because of tunnel vision. That's my theory why infantry without devices get excellent results in the field. I make sure my infantry communicates with my armor. Mind your C2 for me it is the Queen of the battlefield. Example of infantry spotting with optical devices. It is WW2 but we deal with the same engine.
  5. I could be wrong, but I think that morale plays a role. Buddy aid when the situation has improved. Cautious and nervous troops are well cautious and nervous. They tend to ignore players orders at times. CM is very unclear about this.
  6. Talking about snipers. They had some good-looking ones. Something for the modders, get some females interested in Combat Mission.
  7. Soviet Artillery after playing SF2 the Soviet Artillery is to say the least archaic. The Command and Control makes it a whole new ballgame. At the beginning of the game organize your firing missions. Armour has radios and to have tanks in front is necessary. If we had flares in the game, I could work out a realistic protocol. Call for a firing mission and go ahead if the FO sees a flare. Cancel if he doesn't. Kesselring at Nuremburg said Rotterdam was bombed because the Luftwaffe didn't see the flares. The prosecution pointed out a better protocol. This is what I have in mind when I cancel previous planned firing missions. The FO is the only Unit who can call heavy artillery everybody else is denied. After the initial firing mission the FO needs to be right at the front to be effecive. Position your snipers well, blasting away with area fire didn't get me any confirmed kills. The snipers I didn't know which one got this guy.
  8. In FR the Soviets are very challenging if you like to adjust your gameplay @Bil Hardenberger rules. Should be considered. They are not as well equipped like the Western Allies in regard to radios. For example only the FO and regimental HQ have radios but all their tanks have radios too at this stage of the war. You must plot as a set piece attack your artillery at the beginning of the game. Better get it right it takes 15 minutes to call out the next strike. He needs to be involved in the attack from the front. Lend and Lease scout cars also have radios and sometimes I value them more than a T34/85. In the attack on Seelow you have only Soviet equipment this battle I like very much. Your scouts spot and you must employ runners. I see the sense of tank riders; dismount scouts get back to their vehicle, but the battle is a race against time. It is if you take the organization of your C2 structure serious. It makes a change to use different tactics.
  9. Yes, it is realistic that infantry can ride on the tanks, like they can in RT. Now FR is out I rate RT higher, but FB is a fine game.
  10. The Americans didn't like the man. But General Montogomery made sure the troops had a sausage (aka bangers) and two eggs for breakfast. Now male strippers will show the 'Full Monty'. The Hi-Power the only thing I didn't like was the magazine safety some bureaucrat must have thought up. It is the only reason I prefer a 1911 tactically 13 rounds in your magazine is hard to overlook.
  11. Somebody on the forums said once and I believe it is correct that houses are generic. You enter a house, but we don't know how exactly. In RL you can enter through the widows too. If you shell a house the troops have a defensive factor when they hide when you play you can see a 155mm shell going through the roof. Don't assume that the house is clear!. Houses have cellars especially in the country during WW2 good place to hide. Only explanation I have they survived a 155mm HE shell. In the editor we can't have houses with cellars in F&R Berlin the city had a subway system but not in the scenarios. Concealment, I think you get spotted by the TacAI not by what we would experience in real life or by what our perception is. I do scout in the beginning of every game. Infantry without binoculars can spot and identify enemy armor at 1km and over. Concealment it is less likely that you get spotted but it is possible. Houses are hard cover and concealment and infantry on a scouting mission are unlikely to spot anything until it is too late inside a house. Houses need a recon by fire .50 cal and over are ideal. I base my opinion and I say my opinion on the fact that houses in CM have only one big room. Scouts don't find hidden infantry in buildings or in cover and concealment, they are very good in spotting armor. Armor is the smoking gun and gives as an idea where his defensive positions and outposts are. Their guns functions as a finger look there!
  12. Who needs binoculars in the Soviet army? He still needs training (green). Distance 1km, conditions thick haze. Not only does he spot the tank in the hull down position he identifies it as a Panther.
  13. For non-native speakers it is all nice and clear. I know what you mean, listening to Dutch newsreels of the period it is different from what my parents used to speak.
  14. @CHEqTRO for shorter ranges I would look at the Carl Gustav M3 MAAWS in US service. I may have a look at the Cold War game.
  15. It is the time the missile needs to cover 2km> It could very well be that the designers don't consider poor tactics when they designed the game.
  16. Maximum speed 115 m/s (410 km/h) (9M14M, 9M14P1) 130 m/s (470 km/h) (Malyutka-2, Malyutka-2F)[5] Do your sums how much time they need for your shoot and scoot tactics. It comes close to a full turn in WeGo.
  17. @Dr.Fusselpulli if it is the AT-3 Sagger you may need a pause of 20 seconds for the missile just to hit the target. The operator doesn't have a sight. He controls the missile in the manner of a wire-controlled toy plane. Like the Egyptian army in the Yom Kippur war, they used them at mass. That time they had surprise on their side. Single use is very much a suicide mission. I think SF2 got it spot on, Leopard 2 take them out whilst firing on the move at full speed. I don't think a troop of M60's will have much of a problem. They will have a problem if 20 missiles or more are heading their way. Quantity is a quality in its own right.
  18. Look how the TacAI handels the German Wiesel in SF2, I was happy the way the game handled the weapon. I had them in position he fired and the TacAI reversed it in a concealed position. The MIlan is a similar weapon as the TOW but in SF2 the more modern version.
  19. The TOW was not designed to fire on the move. The operator needs to have the enemy AFV in his sights till the missile hits its target. For a target 2km away that is almost 7 seconds. In full view of every tank and ground troops. The TOW (I never operated one) I would use it as an ambush weapon from concealment.
  20. That is exactly what is happening automatically. I save for example Seelow, next time I save Seelow it becomes Seelow2 the time after that Seelow3. Once I delete them from my list of saved games the PC also deletes them and so does 1Drive. Sorry my games were never saved in the manner that you just described. Kind regards.
  21. We need to test and study more what affects morale. Lack of ammo may be one of them I said may be. I take losses the first thing I do is split the unit and render if it is safe to do so buddy aid. Now we need to be careful that a unit doesn't exchange his primary weapon for something you don't want. They will also retrieve ammo. Logistics is always important, my IS2 took out infantry in a building. The minus side he is now out of HE and that may be the cynical purpose of the scenario designer. To run out of ammo is not difficult. Here the Nagant has 21 rounds The Submachine gunner has 4 clips. Just enough for 1 minute. I wouldn't bother with the revolver, it is inferior compared to the .38 special. The point I am making infantry should do observing using them for attrition was a failure in WW1
  22. You can put the unit with TOW on 'Hunt' upon encountering enemy armor there is a good chance he will use the TOW Missile. You can also highlight waypoints and use a pause command in a good firing position. From highlighted way points apart from a pause command you can also use firing orders. A great way to conduct recon by fire.
  23. I let the TacAI do most of the work. In the case of area fire and if there is more than one full contact, I give fire orders manually. For the bigger games some computers already struggle. To make myself clearer, I use the analogy of a game of chess. The Queen is the C2 and the King is the Morale and Leadership qualities of the units. To knock out the Queen take out any HQ or unit which is vital for command and control. The strategy is attrition, and you need to be careful. If your TacAI is not doing the things you expect, we tend to do things manually. I experienced more often than not we come out second best. It is time to concentrate on the KIng. Morale is the King without morale your troops will surrender. Units on Nervous and lower have become useless. Last time the AI surrendered with still a platoon in defensive positions. However, their morale was on nervous and lower. To check the King you have to pair your units with enemy units. Infantry in buildings to use infantry to get them out is attrition you need something with HE to have effect of checking the King. Maneuver is pairing enemy units with your superior units. If you look for details in your infantry units. Look for the grenades they have not at their sidearms. I only express my personal opinion here. The sign for me that I do things correctly is when the TacAI is giving me pleasant surprises like spotting armor or other vital units. I stress again it is my experience with the game. With my Queen and King analogy I enjoy the game before I came on the brink to install it from my computer. Happy gaming and Kind Regards.
×
×
  • Create New...