Bamse Posted November 4, 1999 Share Posted November 4, 1999 Why is a inf team(=8 men)easily loaded but not 3 artyspotters(=2men*3=6 men)? Is it those gigant binoculars ? Still having problems with teams not unloading from vehicles when i want to ! Please Fionn ! Make a instruction(simular to the one about guns) about using the AMBUSH MARKER. I cant work it out as i want it ! Björn Elfström Link to comment Share on other sites More sharing options...
Dar Posted November 4, 1999 Share Posted November 4, 1999 From my trial-and-error experimenting, it appears that you can load either <u>one</u> squad, or <u>two</u> team units (HQ, MG, AT, FO--crew?). Squad size appears to range from 8-12, and teams appear to range from 2-6 men. Dar Link to comment Share on other sites More sharing options...
Guest Scott Clinton Posted November 4, 1999 Share Posted November 4, 1999 FWIW: I have been able to fit a squad plus an observer on the same Sherman. ------------------ The Grumbling Grognard Link to comment Share on other sites More sharing options...
Guest JonS Posted November 4, 1999 Share Posted November 4, 1999 same in a HT (1+1) Link to comment Share on other sites More sharing options...
Fionn Posted November 4, 1999 Share Posted November 4, 1999 You can only have TWO units mounted in any vehicle at any time. e.g. squad plus HQ HQ plus MG team. Frankly putting all your FOs in ONE vehicle is a BAD idea. Mortars could hit it and destroy ALL your arty support. I never have more than 1 HQ or 1 FO in any HT.. It is far too dangerous otherwise. ------------------ ___________ Fionn Kelly Manager of Historical Research, The Gamers Net - Gaming for Gamers Link to comment Share on other sites More sharing options...
Guest Big Time Software Posted November 4, 1999 Share Posted November 4, 1999 Fionn is correct, there is a 2 unit limit. This was a concious design decision. Making it totally dependent on headcount presented coding and graphical issues that would be, uhm, not good We thought about all the possible reasons why you might want to cram 3 units into one vehicle and found that there were FEW opportunities to do so in the first place. 3 FOs and 3 shattered units were about the only ones we came up with. Since the former is a bad idea, and the latter is not really a common thing in terms of game play, we decided that a hard and fast 2 unit rule wasn't goning to adversely affect the game. Steve Link to comment Share on other sites More sharing options...
Thomm Posted November 4, 1999 Share Posted November 4, 1999 Why cannot my forward observer target from an halftrack (where he would be protected). I do not like to disembark him when I feel he would be more safe inside the half-track ... where (unfortunately) he is useless. Thomm Link to comment Share on other sites More sharing options...
Fionn Posted November 4, 1999 Share Posted November 4, 1999 Simple, his JOB is spotting rounds and guiding them in.. Hiding at the bottom of a HT he can't do that.. That's why. ------------------ ___________ Fionn Kelly Manager of Historical Research, The Gamers Net - Gaming for Gamers Link to comment Share on other sites More sharing options...
ChrisPick Posted November 4, 1999 Share Posted November 4, 1999 Fionn, But he could peering over the side?? If infantry could fight from them (which they could?) then surely they could observe? I wanted to taxi my observers around too... FO's used Jeeps too... I suppose they can't spot from them either? Disappointed Chris ------------------ Chris Pick chris@chris-and-donna.com Link to comment Share on other sites More sharing options...
Thomm Posted November 4, 1999 Share Posted November 4, 1999 But, Fionn, *I* did not tell him to hide on the bottom of the half-track !! Link to comment Share on other sites More sharing options...
ebaker Posted November 4, 1999 Share Posted November 4, 1999 Fionn, can a crew that has disembarked, later on reembark on the HT. The crew was listed as ok but couldn't ever get them back on board. Link to comment Share on other sites More sharing options...
Dar Posted November 4, 1999 Share Posted November 4, 1999 Cool! I didn't know I could put a squad <u>and</u> an HQ/MG/AT team on the same vehicle! That will open up some possibilities! Dar [This message has been edited by Dar (edited 11-04-99).] Link to comment Share on other sites More sharing options...
Darstand Posted November 4, 1999 Share Posted November 4, 1999 BAMSE said, "Still having problems with teams not unloading from vehicles when I want (them) to!" I discovered the same problem; it helped that I halted the movement of the vehicle, before disembarking. Try halting all movement or pausing 15 to 30 seconds (of the vehicle in question) on the turn of disembark. Imagine that troops unwilling to jump off a moving vehicle Now thats attention to detail! ------------------ "Armchair Generals never lose any men"-Darstand Link to comment Share on other sites More sharing options...
Fionn Posted November 4, 1999 Share Posted November 4, 1999 Guys, I've opened some of my reference books ( be afraid, be very afraid cause when I go to a reference book to find data that means its pretty obscure ).. anyways, an FO in CM simply has a pair of binoculars as a visual representation but in REAL life they had a pretty complicated piece of sighting equipment. Hell, the Germans used a lot of coincidence rangefinders and they are virtually impossible to use on the move... Basically: a) the spotting equipment is quite bulky and certainly you couldn't peep over the side of a HT to use it. FORGET about using it on the move. As for jeeps. FOs used them to get to locations quickly but once there they got out,. got their special equipment and rangefound while stationary in cover. Ebaker: If a crew leaves a vehicle then you can consider the vehicle mission-incapable. It MIGHT be able to be repaired once the battle ends but not during it. I think my work here is done . On to other threads now ------------------ ___________ Fionn Kelly Manager of Historical Research, The Gamers Net - Gaming for Gamers Link to comment Share on other sites More sharing options...
Dar Posted November 4, 1999 Share Posted November 4, 1999 I still don't understand how you're having problems getting your troops to disembark? I haven't had to give the vehicles any sort of stop or pause orders at all--they naturally slow down and let the guys off when they near the disembarkation point. What you might want to try doing is ensure that the first waypoint of the passenger unit is relatively close (< 20m) to the movement path of the transport vehicle. I've been very impressed that the vehicles knew when to slow down and stop--on their own--so that the infantry teams could jump off and go their way. Then the vehicles take right off back on their own paths. You can be hundreds of meters away from that disembarkation point when you give the orders (as long as the unit is already a passenger). Just ensure that the disembarkation point is near the vehicle's own charted path. Again, this is from my own experience with the Beta demo. Dar Link to comment Share on other sites More sharing options...
ChrisPick Posted November 4, 1999 Share Posted November 4, 1999 Fionn, Damn you have the worlds best library! =) Ok, I am duely chastened! I will have to content myself with four-wheeling to the FO site and kicking him out the passenger side.. "Now, get them shells moving!" =) Cheers, Chris Ps. And yet another good call by Charles and Steve! =) ------------------ Chris Pick chris@chris-and-donna.com Link to comment Share on other sites More sharing options...
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