Agua Posted April 10, 2016 Share Posted April 10, 2016 20 minutes ago, Combatintman said: So try a different route maybe ...? Always a wiseguy 0 Quote Link to comment Share on other sites More sharing options...
Andrew H. Posted April 10, 2016 Share Posted April 10, 2016 4 hours ago, Agua said: I had this experience as well. Tracer fire was coming through the side of the bunker. I was like WTF?! BTW, this is one tough nut. I have restarted and saved I don't know how many times. After clearing the hotel and approaching the pillbox from the right, I just get beaten back. I've tried using every unit's smoke simultaneously to create a large cloud, and still just get beaten down by the Germans in the trench on the opposite side of the tracks. It's not a magic bullet, but remember that troops can wade through shallow water. Mr. Agua... 0 Quote Link to comment Share on other sites More sharing options...
butler69 Posted April 10, 2016 Share Posted April 10, 2016 On 4/8/2016 at 8:20 AM, Vencini said: SPOILER DIE PATROUILLE I tried this tactic in mission "die Patrouille", but didn't work : Using the mortar fire and the Panzerschreck ammo to damage the first building, make a hole in the wall and assault it through. Unfortunately, most of the mortar projectiles went off target (even if it was a preplanned mission) and when I fired all the Panzerschreck ammo against the wall (five shots) it was still standing Anybody with another original plan or idea to win this one without big loses ? When I was in front of the house wall, some soldiers jumped over the small wall and exposed themselves. Very frightening... regards The way I handled that area was, had a split team with an MG42 in one of the American foxholes, to act as a base of fire then I had a squad that was split into two, breach and clear the building from both sides.. I took one casualty on the initial breach but it was swift and successful. 0 Quote Link to comment Share on other sites More sharing options...
Vencini Posted April 12, 2016 Author Share Posted April 12, 2016 SPOILER LANZERATH RIDGE First time I played this one, I couldn't finish it. The EEUU forces are extremely well positioned. German troops have to assault in bad weather conditions and climbing a slope. Their experience is not good... I hope my advises help other players to enjoy this scenario. So I planned a new approach to solve the puzzle. First of all, the HMG 42 on the third floor of the houses. Soldiers with sniper rifles on second floor. The rest on the first floors. The HQs in cover behind the houses. It's very important to begging the scenario with small cover arcs and HIDE . At the end of the first turn, the first American positions are discovered. We continue spotting in hide until the reinforcements arrive. When the reinforcements are here, we continue hiding. Put them into position of LOS and LOS of the American positions. Always behind the buildings. It's possible that their HMG stars firing. It's time to return fire with all weapons at same time. It's like a firing range scenario. Fire on LOS & LOF targets and use area fire too. Try to focus on American's HMG. German units have lot of ammo, so spend it generously. Continue with the base of fire and climb the hill with "leap frog" movements Very hard scenario, but funny and challenging at the same time. I can say that I did it at my "second assault". 0 Quote Link to comment Share on other sites More sharing options...
Vencini Posted April 27, 2016 Author Share Posted April 27, 2016 Playing "Baraque de Fraiture". WEGO and all the sequence happens in one minute. In this first image, this tank fires a smoke projectile. In the second one, to charge a new smoke projectile, the tank turns his turret pointing to the front Finally, it turns the turret and fires the projectile. I have the impression that the "point to the front to recharge" thing, is not the way to "real life" firing. I have the intuition that the right way is : firing, continue pointing that direction while recharging and finally, firing again... It is because the tank is area firing ? Because it is a turreted tank ? It is a thing to be improved ? It was discussed before ? If this is the case, I apologize Very original scenario by the way... Thanks to the author Regards 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted April 27, 2016 Share Posted April 27, 2016 2 hours ago, Vencini said: I have the impression that the "point to the front to recharge" thing, is not the way to "real life" firing. I have the intuition that the right way is : firing, continue pointing that direction while recharging and finally, firing again... While I haven't seen the manual on Sherman Crab operation, I very strongly suspect that your intuition is correct. It is not obvious to me that there would be no reason to put the turret in train while loading the gun with the expectation of quickly firing a second round in the same direction. It does not make the breech of the gun more accessible to the loader because the whole turret moves with the gun taking everybody in the turret with it. It may not in the strictest sense be a bug. I wonder if the code is assuming that after the first shot there is no longer a target in that direction. When that is actually the case, the turret does go into train in preparation of future orders. I don't recall if it goes into train if given an area fire order. I would guess that if it is a continuing order, the gun remains on target. Smoke might be a little different if the code assumes it will be a single shot, but as I recall my tanks would stay on target and fire off their entire load of smoke shells in a single turn if I didn't do anything to prevent that. But it's been a while since I fired any smoke and the code could have been tweaked in the meantime. Michael 0 Quote Link to comment Share on other sites More sharing options...
Vencini Posted May 22, 2016 Author Share Posted May 22, 2016 (edited) Greetings. Thanks for answers and help. Playing WEGO. Turn is ending, and enemy artillery spot rounds, fall far from my troops. I decide not to hide them, because they are safe at that distance, and there is no danger. Next turn. The enemy barrage falls just on top of my troops. They stand "unhide" for the whole minute, getting many casualties. My question is : It will be possible to improve this behaviour and, when they are receiving mortar / artillery fire, AI "hide" for self preservation ? Anybody else have lived this situation ? Do you think it will be a good improvement for a next patch ? In RT it will be possible to save / hide them, but for WEGO players it's horrible to see this during a whole minute. Thanks and best regards Edited May 22, 2016 by Vencini 0 Quote Link to comment Share on other sites More sharing options...
womble Posted May 22, 2016 Share Posted May 22, 2016 1 hour ago, Vencini said: Next turn. The enemy barrage falls just on top of my troops. They stand "unhide" for the whole minute, getting many casualties. My question is : It will be possible to improve this behaviour and, when they are receiving mortar / artillery fire, AI "hide" for self preservation ? Anybody else have lived this situation ? Do you think it will be a good improvement for a next patch ? What? The whole turn? They didn't cower at all? Solved by not using Fanatic troops, I'd think. Just because they're not showing "Hiding" in their status text doesn't mean they're not taking cover. And you'd probably have taken "many casualties" if they'd been Hiding. Maybe not as many, because they would have been lying down when the initial shells landed, but "Hide" is emphatically not a magic forcefield that prevents casualties. It just means they lie down (amongst other things that aren't relevant once the bombs start dropping in and around your units). Same as "Cower". 0 Quote Link to comment Share on other sites More sharing options...
Vencini Posted May 22, 2016 Author Share Posted May 22, 2016 (edited) Thanks for response Womble. Indeed, we have to do a special micro management with "superior" troops. Does anybody know what's the meaning of this light ? Thanks for help Regards Edited May 22, 2016 by Vencini photo 0 Quote Link to comment Share on other sites More sharing options...
Baneman Posted May 22, 2016 Share Posted May 22, 2016 18 minutes ago, Vencini said: Does anybody know what's the meaning of this light ? Thanks for help That light was introduced in CMRT I think and it tells you that that unit has previously been broken and rallied, so it is "brittle" and likely to rout again from (any) incoming fire. 0 Quote Link to comment Share on other sites More sharing options...
Vencini Posted May 25, 2016 Author Share Posted May 25, 2016 Greetings Thanks for your reponse and help Baneman I have a couple of questions: I'm testing a scenario. WEGO. It's night and this image is with "ALT-B" on. I know that HQ units, soldiers equipped with heavy guns and others, are primary objectives for the AI (it fires them first if possible). The American tank faces three German tanks. The first one to identify the American tank is the infantry, the second one the German tank on the left and, finally, the German HQ tank. My question is : Did the American tank choose to fire to the HQ German tank (two shoots) and not the "number 2" (much closer) because the AI knows that "It's an HQ objective"? I hope I'm posing my question clearly. And the second one : If an unit give first aid to a bazooka / Panzerscherck team, they take the bazooka, but they don't pick up the bazooka ammunition. Is there any reason for that ? Regards 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted May 25, 2016 Share Posted May 25, 2016 On April 8, 2016 at 6:14 PM, Vanir Ausf B said: Add me to the list of those who never knew about it! 0 Quote Link to comment Share on other sites More sharing options...
A Canadian Cat Posted May 25, 2016 Share Posted May 25, 2016 3 hours ago, Vencini said: The American tank faces three German tanks. The first one to identify the American tank is the infantry, the second one the German tank on the left and, finally, the German HQ tank. My question is : Did the American tank choose to fire to the HQ German tank (two shoots) and not the "number 2" (much closer) because the AI knows that "It's an HQ objective"? I doubt it. I do not think the Tac AI really knows about objectives. Is it possible the US tank noticed the HQ tank first? For enemies of equal threat they will usually target the first one they see and not change to another target until they loose site or destroy the first one. 3 hours ago, Vencini said: And the second one : If an unit give first aid to a bazooka / Panzerscherck team, they take the bazooka, but they don't pick up the bazooka ammunition. Is there any reason for that ? Yeah some times they do some times they do not. This is supposed to simulate damage to gear. Or there could be a subtle bug if this always happens. The question that needs to be answered is does it always happen that way? I have never really noticed the frequency this happens and I certainly have never tested it. 0 Quote Link to comment Share on other sites More sharing options...
Vencini Posted May 25, 2016 Author Share Posted May 25, 2016 Thanks IanL. It has sense. Maybe the ammunition is unusable. Another user said that after first aid, there is a chance that they don't pick up weapons (unusable thing) So maybe is the same thing with ammo. thanks When battle ends, the causality text overlaps with the UI (with the latest patch) Regards 0 Quote Link to comment Share on other sites More sharing options...
Vencini Posted June 13, 2016 Author Share Posted June 13, 2016 (edited) Playing "baraque de fraiture". WEGO, win 10 raedon 7800 The building is vertical, but when it colapses, the animation of the roof is horizontal Sorry if that was noticed / reported before ¿Maybe an actualization driver thing ? regards Edited June 13, 2016 by Vencini 0 Quote Link to comment Share on other sites More sharing options...
Vencini Posted July 10, 2016 Author Share Posted July 10, 2016 Playing "Battle for Chaumont second part". WEGO. PC. The main gun of this Stug it's kaput, but the MG it's operative. Why it doesn't use the machinegun ? The Stug has machinegun ammo. In C2 and crew is OK This allied tank was abandoned, but it continues operative (green base). The AI consider it a treat, and it continue firing, no matter if I put a short armour cover arc or yellow cover arc. The allied tank it's not inside the cover arc. The allied tank it's in hulldown position and AI keeps firing because the tank it's not officially KO. I'm spending ammo and showing up my position. It's a very dangerous situation, because if another allied tank pops up, and my tanks are still firing to this "zombie target", maybe I'll lost one of my tanks. Maybe a "hit limit" will be useful? The AI is trolling me.... Impressive AI plans! Hats off to the author ! Seriously, I'm not finished the scenario yet, but I'm having a lot of fun. Thanks for the work. 0 Quote Link to comment Share on other sites More sharing options...
A Canadian Cat Posted July 11, 2016 Share Posted July 11, 2016 Unbutton the stug. Your only hope to not fire on the Sherman is cover arcs. But as you saw your crews sometimes decide it is a threat. It was SOP to fire on enemy tanks when they were spotted and not obviously destroyed. 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted July 11, 2016 Share Posted July 11, 2016 9 hours ago, IanL said: It was SOP to fire on enemy tanks when they were spotted and not obviously destroyed. That's right. "Shoot until they burn" was the watchword. Michael 0 Quote Link to comment Share on other sites More sharing options...
womble Posted July 11, 2016 Share Posted July 11, 2016 The StuG might also not be firing its MG because the tree to the right of the line is in the way of LOF from the MG, though not from the 75. 0 Quote Link to comment Share on other sites More sharing options...
MikeyD Posted July 11, 2016 Share Posted July 11, 2016 There was a lot of complaint about StuG loaders popping up, manning the mg, and dying. So I believe (ugh, I haven't tested it in awhile) you might need an unbutton command first? I'm not 100% sure. Late model StuGs have a coax mg mounted inside the gun mantlet so they'll blaze away while buttoned like a tank will. 0 Quote Link to comment Share on other sites More sharing options...
womble Posted July 11, 2016 Share Posted July 11, 2016 Wasn't there a StuG version with a "remotely operated" (where "remote" means via a periscope and controls inside the tank), too? 0 Quote Link to comment Share on other sites More sharing options...
MOS:96B2P Posted July 11, 2016 Share Posted July 11, 2016 2 hours ago, womble said: Wasn't there a StuG version with a "remotely operated" (where "remote" means via a periscope and controls inside the tank), too? Yes. From the game manual page 88. StuG IIIG (Late) remote controlled MG42. 0 Quote Link to comment Share on other sites More sharing options...
Vencini Posted July 12, 2016 Author Share Posted July 12, 2016 Thanks for all your useful responses. I forgot that recently was a debate about the crews using top MG's and now, it's mandatory to unbutton first, and then give a fire order (not in control remoted top MG's) Thanks ! What do you think about the possibility of the AI to consider the "bailed out" or "abandoned" vehicles not a threat ? Maybe, this will give special moments playing against the AI, but what do you think against another human opponent ? Like the top MG tanks, you have to give a direct order to put some shots on abandoned vehicles and "shoot until they burn" More cons than pros ? Impossible to apply on real time ? Just not a good idea ? Regards 0 Quote Link to comment Share on other sites More sharing options...
Bulletpoint Posted July 12, 2016 Share Posted July 12, 2016 (edited) On 11/7/2016 at 1:26 AM, Vencini said: This allied tank was abandoned, but it continues operative (green base). The AI consider it a treat, and it continue firing, no matter if I put a short armour cover arc or yellow cover arc. The allied tank it's not inside the cover arc. The allied tank it's in hulldown position and AI keeps firing because the tank it's not officially KO. I think this happens because you are playing a night mission. It probably takes longer to be 100% sure that the enemy tank is knocked out. During daytime, I find tanks will only shoot 1-2 extra rounds at a bailed out tank, then they stop. Probably the crew either needs to see the crew jumping out, or the tank starting to burn. Edited July 12, 2016 by Bulletpoint 0 Quote Link to comment Share on other sites More sharing options...
Vencini Posted January 25, 2017 Author Share Posted January 25, 2017 (edited) Hello, I have two questions about split teams order. Playing version 3.11. First screenshot : 1) The scout team has 50 meters wedge cover arc and no pause order 2) The AT team has an 50 m. armour circular cover arc and a 15 sec. order 3) The assault team (with the leader in it) 50 m. circular cover arc and a 30 sec. order I re-join them. The scout team (1) and the AT team (2) in this order first. Finally, the assault team (3), and during the re-join process, they changed automatically to an armor (blue) cover arc. My questions is if there is a reason why this happens this way. There are a priority inside the cover arcs ? There are few combinations and sometimes, the colour and the shape of the cover arc it's not the same. It's a random thing or there is a logic behind ? Similar thing with differents fire orders. 1) The assault team (with leader in it) with no pause order, re-join with the scout team (2) and they take the red (1) area fire order When I re-join the AT team (3) they all take the (1) fire order, but, again, I have not tested all possible combinations but I have seen that sometimes they don't change to those fire orders (some times the yellow ones and sometimes the red ones) It's a random thing or there is a logic behind ? Could we choose what the final cover arc or area fire order would be ? Thanks for help and answers Edited January 25, 2017 by Vencini 0 Quote Link to comment Share on other sites More sharing options...
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