Howler Posted May 10, 2019 Share Posted May 10, 2019 What kind of grenade is this? Or, should I start looking through my mod folder for the cause... 0 Quote Link to comment Share on other sites More sharing options...
A Canadian Cat Posted May 10, 2019 Share Posted May 10, 2019 That is a demo charge. They can be "thrown" against bunkers and armoured vehicles. Don't worry they are not really just thrown it is just the game abstraction for the team getting close to the target and placing them in a appropriate spot to destroy the enemy vehicle or structure. 0 Quote Link to comment Share on other sites More sharing options...
Howler Posted May 10, 2019 Author Share Posted May 10, 2019 Thanks, I assumed that originally but wanted to be certain. The problem now seems to be that they start and end the turn with 5 charges and 7 grenades. The charge (or genade) is used as there's a nice explosion and a scream which is always nice to hear in German when playing the Allies. The ammo count seems to be incorrect, is this a known issue? 0 Quote Link to comment Share on other sites More sharing options...
General Liederkranz Posted May 10, 2019 Share Posted May 10, 2019 Do you mean the number doesn't change from the beginning to the end of the turn? As I recall, for some reason it's always been the case that grenades used at any time during the turn are deducted from the unit's count as soon as playback starts. I don't know if that's always been true of demo charges though? 0 Quote Link to comment Share on other sites More sharing options...
Howler Posted May 10, 2019 Author Share Posted May 10, 2019 37 minutes ago, General Liederkranz said: Do you mean the number doesn't change from the beginning to the end of the turn? As I recall, for some reason it's always been the case that grenades used at any time during the turn are deducted from the unit's count as soon as playback starts. I don't know if that's always been true of demo charges though? I didn't know that. I've been playing SF/SF2/BS exclusively the past year and only now getting back into BN. It seems this may also apply to demo charges as loading the previous turn does show one more demo (6). I'll keep a closer eye on it but it sounds like this is a know issue and not something to be concerned about. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted May 11, 2019 Share Posted May 11, 2019 16 hours ago, General Liederkranz said: it's always been the case that grenades used at any time during the turn are deducted from the unit's count as soon as playback starts. I don't know if that's always been true of demo charges though? Yes, this is what I understand as well. 0 Quote Link to comment Share on other sites More sharing options...
user1000 Posted May 12, 2019 Share Posted May 12, 2019 It's an HE satchel 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted May 13, 2019 Share Posted May 13, 2019 IIRC it's the same game mechanism. You'd have to go to the previous turn to see if the charge is still there. Once a turn starts grenades and charges are used and one can't see them being used when one rewinds to the start. A related tactic is that one should split squads with charges as a full squad may use 2 charges when ordered to breach. 0 Quote Link to comment Share on other sites More sharing options...
Howler Posted May 13, 2019 Author Share Posted May 13, 2019 (edited) 9 hours ago, Erwin said: A related tactic is that one should split squads with charges as a full squad may use 2 charges when ordered to breach. You'll be happy to know this has been improved. An 8 man US Pioneer section now use 3 demo charges to blast bocage while a team will use but one. A split will generate two 4 man teams with the A team receiving 2 charges and the B team getting 4 charges of the 6 demo charges. Edited May 13, 2019 by Howler 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted May 13, 2019 Share Posted May 13, 2019 Grenade count in WeGo: the first time through (real-time-ish) the count is accurate. I think. After the first replay, then the grenade count is "fixed" at the lowest point. E.g., a squad has 12 grenades and throws one every 2 seconds for the first 24 seconds of the turn. As you focus on that squad after hitting "go", you'll see each grenade getting thrown and the grenade count decrementing down with each throw. At 10 seconds into the turn, they'll have 7 grenades left. At the end of the turn they'll show 0. If you then hit replay and watch them again, the grenade count will be 0 and, yet, they'll throw each of the 12 grenades. At least, that's how it worked the last time I examined it. (It was reported and deemed WAD.) 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted May 14, 2019 Share Posted May 14, 2019 That's how I remember it as well. But, re Howler's post, thanks to patches, a squad now uses 3 charges??!! 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted May 14, 2019 Share Posted May 14, 2019 Pretty sure I've seen them use three prior to the patch (not 100% though).....Engineer squads are the one unit I always split immediately for this exact reason. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted May 14, 2019 Share Posted May 14, 2019 I know I saw em use 2 but don't recall seeing 3 used at one time ever. Still quite right that one needs to split eng squads... and that takes care of that. 0 Quote Link to comment Share on other sites More sharing options...
rocketman Posted May 14, 2019 Share Posted May 14, 2019 On 5/10/2019 at 5:52 PM, Howler said: What kind of grenade is this? Or, should I start looking through my mod folder for the cause... What kind of grenade? No, it is a VHS copy of "Der Untergang"! 1 Quote Link to comment Share on other sites More sharing options...
A Canadian Cat Posted May 14, 2019 Share Posted May 14, 2019 13 minutes ago, rocketman said: No, it is a VHS copy of "Der Untergang"! LOL - looks like the rare two volume directors cut - the version that includes extensive the post war interviews with generals sharing their excuses. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted May 15, 2019 Share Posted May 15, 2019 0 Quote Link to comment Share on other sites More sharing options...
StieliAlpha Posted May 15, 2019 Share Posted May 15, 2019 18 hours ago, rocketman said: What kind of grenade? No, it is a VHS copy of "Der Untergang"! That was my first impression. But I was not sure. Could not see it clearly due to the poor VHS quality. 0 Quote Link to comment Share on other sites More sharing options...
Howler Posted May 15, 2019 Author Share Posted May 15, 2019 Is it already a known issue that demo charges don't seem to be allocated past the original 2/4 split of charges? Once the team starting with 2 charges have used them - they seem to never get more in subsequent splits. I was trying to workaround the 3 demo charge used to blast by using the smaller allocated team to do the work. The team with 2 charges will use but 1 charge while the other team with 4 charges would use 3 of them for the same work. Anyhow, once that team blasts twice using their 2 charges, I had them merge back into a section. I was surprised to see the split show 0/4 instead of the hoped for 2/2. 0 Quote Link to comment Share on other sites More sharing options...
AlexUK Posted May 25, 2019 Share Posted May 25, 2019 I am having difficulty getting troops to use satchel charges - a patch change? https://photos.app.goo.gl/iJcTBuMN85mCaxxe8 These guys have been sitting here for two turns, threw all their grenades early on, now using garlands to shoot at the bunker, no use of satchel charges. MG scenario Out on a Limb. This is combined with the old issue of invulnerable troops leaving a knocked out bunker, means I don't want to move them closer... Is there a maximum range for satchel charges that is shorter than for grenades? 0 Quote Link to comment Share on other sites More sharing options...
A Canadian Cat Posted May 25, 2019 Share Posted May 25, 2019 2 hours ago, AlexUK said: Is there a maximum range for satchel charges that is shorter than for grenades? Yes, typically to use a demo charge your team has to be in the next action square. To help seal with the angry hornets effect of troops exiting bunkers have one or two fire teams covering the door. 1 Quote Link to comment Share on other sites More sharing options...
Howler Posted May 25, 2019 Author Share Posted May 25, 2019 Actually, that's exactly the bunker I was referring to in this thread. As Ian responded - another team, or two, covering the back door and within 30 seconds of small arms the defenders will evade. Sometimes a demo will be used but it's not required. A few grenades do the trick. 2 Quote Link to comment Share on other sites More sharing options...
AlexUK Posted May 25, 2019 Share Posted May 25, 2019 3 hours ago, IanL said: Yes, typically to use a demo charge your team has to be in the next action square. To help seal with the angry hornets effect of troops exiting bunkers have one or two fire teams covering the door. Thanks, that makes sense then... I'll bring some help in 1 Quote Link to comment Share on other sites More sharing options...
Warts 'n' all Posted May 25, 2019 Share Posted May 25, 2019 11 hours ago, AlexUK said: now using garlands to shoot at the bunker, I know it is a typo, but it is such a lovely thought. "H.Q. get me a florist squad right away!" 3 Quote Link to comment Share on other sites More sharing options...
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