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Everything posted by RMM

  1. That's what I found strange. It was in the scenario 'The Copse', and a Sherman wouldn't plow through what seemed pretty clearly to be a hedge. That was the most egregious irritation I've had, but I've had some less so with other units, because for whatever reason, the game took them a (slightly) different route than what I'd thought they would do.
  2. Seems strange that they wouldn't do something about 2 & 3, since the game has to do the calculation at some point anyway. My biggest frustration with this has not been hedgerows, but normal hedges. I trace a move command just to cross one (with a tank mind you!), but when the action plays, the tank attempts a 180 and takes off...who knows where, to get to the final destination. It's absurd.
  3. As much as there is huge enthusiasm for this game (and I've certainly drunk the cool aid to the dregs!), I would hope to hear from any of the game's development team about these points: why's or why-not's.
  4. Yeh, that's the thing about snipers: they may be, often dormant, but when they do strike, it's usually with pretty profound affect! Imagine when they take out a tank commander. Can ruin that vehicle's performance for the rest of the fight!
  5. Interesting observation re Marksman; I hadn't really thought of it like that (that they're not, actually designated snipers per se). Yes, there are actual sniper teams, and you're right we can split the teams accordingly, but I would still think, in reality, commanders would often order such people, particularly when in defense, to operate as de facto snipers nonetheless. Regarding 1-3, I'm sure I'm not the only one to ask about these but couldn't find any previous threads focused about them as feature requests. Have there been previous responses from Battlefront to shed light on the thin
  6. Pls, for the love of all that's holy can one at least have the ability to disable the function of of issuing the same command to multiple units? Am not asking for it to be removed, since others, obviously like it, but it also has the ability to completely bugger up and instantly ruin the realism of a really good battle. Then one has to go back, first of all find, then undo all the superfluous commands, or just exit and reload a previous save altogether. Not very enjoyable. Similarly, since some terrain like hedges may not be as traversable as they, initially appear, surely the game can t
  7. Ah. Ok, that's good to hear, because I was hesitant to do that for fear of a conflict
  8. Bummer. Anyone modified them for the full game by any chance? I'll just have to finish my game before switching over I see your scenarios and mods links, and that's a great resource! Thanks
  9. Is this because the demo program/game version has been superceded?
  10. Hi Anderw, Yeh, I did go back and check that from the saved games and no. The extra or unwarranted commands were individual in nature, and it happened a number of times but only in the latter half of the game. It was fairly coincident with my not being able to successfully order a couple of other units into their buildings or to stay there.
  11. That's an interesting addition. I have not been aware of such a reputation for the PzIV and V. The one for Sherman I've heard in numerous documentaries and interviews over the years. It's definitely a feather in the cap for the game that real life advise can be applied to it, but I would also include in that attacking tanks with infantry unless they're of a higher calibre and in an urban setting or in possession of afore-mentioned, late-war anti-tank weapons.
  12. Oh, I've gone ahead with the purchase
  13. Yeh, fair enough, but it sounds like the balance could do with some tweaking in favour of the AFV
  14. Makes sense in regards to the Sherman crew. Despite many historical notes, people actually didn't like the Sherman. It was actually regarded as a fire death trap, particularly when up against something like a Panther. The rule of thumb is that you needed at least three Shermans to take out a Panther, and at the end of it, you'd be thankful to still have one Sherman. However, particularly if the infantry just took casualties from the MA, that doesn't ring very true.
  15. That behaviour makes sense for lightly armoured vehicles, but I wouldn't think that infantry would be similarly spooked the same just because a tank appears somewhere. This is more in regards to having one right ontop of or adjacent to you.
  16. I dunno though Erwin. I mean if you hear that stuff hitting the outside, I can't think that would be great motivation to jump out of the protection you have into that environment, particularly if you're not sure what it is. Plus, tank crews in general are pretty well trained an disciplined for that very reason. Personally, I'd think one would want to stay within the protective shield compared to the outside where you've got little more than a pistol at most.
  17. Agreed that in an urban setting, that makes sense and is realistic
  18. Yes, that just doesn't sound right at all. Pity
  19. Sounds like you might be right unfortunately. I watched something similar on of the tactical videos from the former Army officer, and was pretty surprised by a Stuart, M5 tank being taken out by some grenade throwing infantry. I dunno. Sounds like a feedback and suggestion entry might be in order!
  20. Hmm, gotta say that sounds a bit sketchy.
  21. Anyone on here able to confirm whether the game does in fact take into account an intimidation factor for infantry v's AFV's? Perhaps the earlier complaints against such a factor were based on that 'TC' being too restrictive?
  22. Oh absolutely. Combined arms has been proven over and over again. Ironically, it was the Germans who got a serious reminder that AFV's need infantry support, even in the relatively open spaces of the Kursk battlefield, when their much vaunted Elephants were eventually taken out by infantry, albeit at quite a price, but one the communists were content to pay, particularly since they could, sadly replace people a lot easier than AFV's.
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