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wolfgang500

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Posts posted by wolfgang500

  1. Comparing the German 7,5 cm recoilles gun LG 40 with the post-war US 10,6 cm recoilless AT gun leeds me to believe that the effective range (meaning a range where there is a reasonable probability for hitting the target) was not much more than 400 m. We used the American 10,6 cm gun in our army up until the late seventies and our manuals said that "Einsatzschussweite" was up to 600 m, but not more. This weapon had a 12,7 mm ranging gun attached, which the German one lacked.

    I always told my boys to roll over it with our tanks 🙂

  2. 18 hours ago, Vacillator said:

    StuG IIIG (Concrete)
    In a desperate measure to improve the outdated StuG III's protection against antitank weapons,
    some units made field modifications to their vehicles. In one such version, concrete was poured
    over the casemate to form a new layer of armor.

    This is true, but the concrete was NEVER poured over the mantlet, Saukopf or standard.

    CM seems to have a problem with frontal Assault Guns armor, as also Jagdpanthers are very prone to gun damage from hits that otherwise do not penetrate. This could have happened here and then, of course, but I never read anywhere about occuring that issue in reality so frequently.

    And I believe, for that matter, that the US 3,7 cm ATgun is overrated in the damage algorithms. I often encountered Pz IVs being knocked out frontally at rather larger distances. Again, with some "lucky shot" this might be posssible, but not always.

  3. 11 hours ago, WimO said:

    Yes, I know the cause and solution for that problem. It means that you also have the 'original' version of the Kohlenklau's HORSA MOD installed. The problem resides in the fact that the mod replaces a British truck mdr and moves the passengers and that not ALL of the incuded files have been appropriately mod-tagged [horsa].

    There are two solutions that work equally well ...

    OPTION ONE: uninstall all files pertaining to the Horsa mod

    OPTION TWO: keep the horsa mod (which is necessary for my Operation Coup de Main campaign) and ADD the missing [horsa] mod tags. The sub-folder with the"horsa textures" does not need to have the mod tags added. The remaining files should be as follows:

    bedford-qld-gs [horsa].mdr

    damaged horsa b [horsa].mdr

    glider [horsa].xcf

    gmc-cckw [horsa].mdr

    icon british blue truck 1 [flicw horsa]. bmp ... this graphic was added by me

    icon british blue truck 1 [horsa].bmp ... this graphic was added by me

    icon british blue truck 2 [flicw horsa]. bmp ... this graphic was added by me

    icon british blue truck 2 [horsa].bmp ... this graphic was added by me

    obedford-qld-gs [horsa].mdr

    silhouette bedford-qld-gs [horsa].bmp

    To Summarize: The original mod forgot to add the [horsa] mod tag to one or more of the mdr files, so when you choose the truck, the program is calling the mdr for the horsa instead because it is lower in the list of files in data/z,  and combining it with the gfx for the truck. Chuckle.

    Thank you very much, Sir! I already suspected something like a mod conflict, but did not have the time yet to sort it out by try and error.

  4. I started with CMBO back in the day and got hooked immideatly because this game was very close to reality for its time and still offered tactical insight (in contrary to the shooter games which I hate). I acqired all CM games and played them frequently as time and work allowed, transitioning to CM2 right through until today. Of course I too had to accomodate myself with the new features as CM2 came up and my thoughts were similar to these expressed above in this thread.
    But I think, while legitimatly discussing it, we should not overlook one thing: Most people here in the forums are seasoned players, often with profound military background out of their (former) profession - including myself. But we are only a minority within the target group these games are aiming at. The average player, let´s say mid thirties men (sorry girls), playful with a hobbylike sense to military, but no military training whatsoever, has to find the game he just bought playabel, meaning not too difficult in a military professional way. I think that is what CM2 offered.
    What we ex-army people want is fairly well incorporated, as excellently explained above, although in somewhat "automatic" mode. Units take on a formation roughly suited to the orders they have and the terrain they encounter, both infantery and armor. Subtleties and refined things have to be brought in by hand; but remember this is what we had to do in real life, too! And as for low visibility: I never got out without a map, so I was aware what kind  of terrain features were to be expected, even when there was still no LOS. That is what the game represents. But don´t get me wrong - I am glady open for improvements which hopefully will arrive in future!

  5. I noticed the same iisue with the TOW jeeps. However, when I filled up their ammo store from the command vehicle (it has 3 TOWs), they had five and started fighting again. Re-embarkation is possible here.
    I explained the three missile personal outfit for myself that they already acquired them from the vehicle in case they need them disembarked. Bug or foresight - I don´t know 🙂  Let us live with it

  6. I used to work with tanks through the seventies and eighties. We were trained to basically unbotton from M47 all the way through M60A3, for situational awareness. We only had residual light amplifiers in the latter, though. It changed with Leo 2 of course. Especially in the american tanks visibility from the buttoned-up cupola was very bad. So far the real live expierence.

  7. On 12/11/2023 at 6:34 AM, Paper Tiger said:

    I have posted a new version of the USMC Gung Ho! campaign I updated earlier this year. Here is a link...

    https://www.thefewgoodmen.com/tsd3/cm-shock-force-2-2/cm-shock-force-2-campaigns/cmsf2-usmc-gung-ho-v2/

     

    What's changed?

     

    The campaign script - winning a mission will guarantee that any vehicles that are immobilised or damaged will be repaired for their next mission.


    Mission 1 - a Grenade Launcher Team is temporarily attached to 1st Platoon.
    Mission 2 - an extra 30 minutes added to both versions
                        all mud tiles removed
                        Syrian Grenade Launchers replaced with MMGs and a Recoiless Rifle team
    Mission 4 - an extra 30 minutes added to the mission
                        helicopter and air support assets are doubled (the second Cobra arrives as a reinforcement with a full load)
                        added transport vehicles to 1st Platoon and the engineers.


    Briefings clarified for artillery assets shared between missions (hopefully)
    Missions 4 and 5 are now must-win scenarios to progress.

     

    Many typos fixed as well but I'm sure you'll find some new ones.

    First of all I´d like to express my thanks to you for reworking the campaign. The original version was really hard because whatever I did I ended up with much to high infantery losses in spite of being very cautious. The enemy is tough - too tough in Mission 4 to gain a clear victory with what infantery I had retained (I suffered a minor victory, but again at too much cost)
    I played through Mission 4 in the improved campaign now and again achieved a minor victory only, but his was due to the temptation to use Arty and Air to flatten the Islamic school. No regrets! A win is a win! Cheers!

    P.S. I am playing "iron" and save every fife minutes. But I usually do not go back except for some fundamental error due to me being distracted by outside CM events like the milk boiling over or so.

  8. I am late here, too, sorry. My experience with Scottish Corridor is twofold. (I am playing iron). The first thing is that it is a very hard campaign indeed, and as a player you have to be top motivated to play to the end. Yes, it is frustating to run into counteratttacks all the time, and your Infantery being whittled away. But I like this sort of thing as compared to sniffing a platoon of infantry through a dense forrest searching for Cinderella or Schneewittchen or through a village. Here comes into play my second point : I always try to stick to reality as much as possible (that´s my hobby). And in reality Operation Epsom wasn´t a children´s party, right? In the end, after gaining some useless bocage country it proved  a costly failure. And this is what this campaign is mirrowing - quite correctly, as I believe.
    However, we all are here to have fun playing and there is some advice I can give according to my experience. (I learned it the hard way and quit mid-campaign twice before finishing my third attempt). The main thing is to preserve your infantry even in the first couple of missions. I would rather accept a less than total victory, even a small defeat, if that victory would come with heavy casualties. The Churchills are not so much a problem, but take care of them, too. You will need the infantry badly later on. As the Arty is concerned it is wise to use it extensively but also economically: more than in some other campaigns/scenarios you should judge beforehand where it would probably pay to lay a barrage - never fire "out of the cuffs" because that might be a lonely MG or a sniper and the MLR might be further back. And yes, it pays to lay a barrage on stationary tanks if you have identified them positively. In reality the SS commander would move them out of course, but AI often fails to do that.
    Ok, I apologise to everybody who knew this wisdom before (most of you, I suppose) and wish much fun. I will try Scottish Corridor again very soon, this thread created some appetite ...
    P.S.: To answer the original question: It is quite realistic to hope that accurate artillery fire affects tanks - even in WWII environment. There are many reports from German participants that sights were rendered useless, tracks being shed off or even heavy damage done to the tank by penetrating turret tops or engine covers which were only lighty armored even on Panthers or Tigers. For details read Helmut Ritgen: The History of Panzerlehrdivision. I think it´s available in English, too

  9. I recently experienced Engineer squads who were absolutely unwilling to execute the "blast" order, but instead chose to move in "quick" mode around the obstacle. Of course they got minced because of running straight into enemy fire which I deliberatly wanted to avoid. And yes, I gave the correct order, and yes, they had demo charges available. Sometimes they even chose to run huge detours "around town" instead of breaching, tactically completely impossible. I think I did not experience this before we got the new patches (v2.06 in this case). WTF is going on here? Does anybody have any experience with this phenomenon?

    Unbenannt.JPG

  10. 1 hour ago, Vergeltungswaffe said:

    Gun damage can mean a whole lot of things that don't involve any damage to the gun itself.

    Anything that makes it impossible to lay or fire the gun is an m-kill.

    That´s true, mostly the recoil mechanism might be damaged by a hit on the mantlet. I did not play that specific scenario yet, but I too expierienced a lot of gun failures, too many for my taste. I remember I once had five Tigers, but every single one ended up with damaged guns, sometimes even without a hit on the mantlet. The gun mechanic would have been shot! This issue might well be a topic for a future patch!

  11. 16 hours ago, Vacillator said:

    Have you been looking at my recent PBEMs 😉? 

    Good advice thanks, I'm always in too much of a hurry hoping to get somewhere before someone else does 🙄.

    No, I did not. I do not play in Internet. It is only my own expierience. I always try to stay as close to reality as can be, even if that causes some disadvantages. But not overstrainig your infantry is no disadvantage at all

  12. It´s a while ago that I played it, but as I remember I got a total victory (setting Iron/turn based) using a leapfrogging advance right up the middle. Take care to make minal steps forward using the majority of your force for supressing fire. Concentrate on heavy wepons. The enemy will finally run out of ammo.
    In these games infantery generally tends to run to fast and get exhausted soon, compared to reality. So advance just one square where possible (depends on terrain of course, which you should assess carefullly). Good luck!

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