While I am at it!
Posted: Wed Jan 14, 2009 2:16 pm
Here are a few other things that need fixing:
1) Spotting for artillery/mortars: News Flash! Ya cant spot for arty/mortars without a radio! In the US army in WWII, radios were at best on a platoon level (therefore zugtrupp/Platoon leader only) and in every tank/TD. I am not sure about american halftracks. German 251's had radios, I am not sure about 250's. Even preregistered targets require radio commo, although an astute Platoon Leader would not need a direct line of sight. Predetermined targets are perhaps the MOST important part of planning an attack/defense and it is notably absent in the game. It would be easy to include in the game engine. As a former FO (I had many different jobs in my service time), my opinion on the accuracy of indirect fire in the game is that the current model is ok. Mortars are VERY accurate if fire can be adjusted via radio.
As far as the off map stuff goes, you should have to predetermine a set number of locations (we used to pay special attention to "dead zones" used for assembly areas protected from direct fire). If you shift from these predetermined locations and the area shifted to is under observation from a radio equipped unit, there should be no penalty. If no obs/radio is available, the accuracy should go to hell if fire is shifted blind.
2) And the worst flaw: The problem with large crew served weapons being fodder for indirect fire is not due to any flaws in the game engine! Another News flash! No large crew served weapon/light armored weapon platform EVER stays put in combat unless it is heavily dug in, whether now or in WWII. It was common practice to practically KEEP THE GUN HITCHED TO THE TOW VEHICLE in the Wehrmacht in fluid situations so position could be shifted (look at some pictures of 88's in action in North Africa). Put tow vehicles into the game engine before ANY other future additions and this already good simulation will become awesome. to say that they were not used in scale of the game is just plain b------t.
3) Next worst flaw: Evidently CC is in a parallel universe where no one has taught any of the infantry/AT/mortar crews how to prepare a fighting position. Give me a few hours a few spare sets of hands, two or three entrenching tools, one pickaxe and a few tree limbs and you can shell me all day and waste ammo to your hearts content. The frozen ground argument is crap. Dig down 6 to 9 inches and yer set. ALL american and german vehicles carried picks to break up frozen ground. true, they were not always available and this could be dealt with, but the protection offered by digging in is laughable. A well-prepared fighting position is almost impervious to anything but airbursts and direct hits and 12 hours is plenty of time to build overhead cover (the no-move, dug in rule).
4) And the next: No infantryman in his right mind walks when he can ride. Halftracks were SPECIFICALLY designed to protect infantry from indirect fire/small arms fire and deliver them as close to the engagement as possible (sometimes within 50 meters, check some photos from WWII). This was especially true when a concealed route was available. I for one would much rather risk getting hit by direct fire than get shredded by small arms and indirect (9% + 80%[respectively]=89% of WWII casualties, remember?). By 1944 the Germans used the "Panzerblitz" assualt whenever possible(this from my German foster father-he was THERE assaulting Bastogne in the 15th PG), with the infantry huddled behind the turrets of the assualting tanks. I realize that the game designers have said that this would be tough to include in the code, but you guys are SO close to an incredible simulation model that you really need to roll up your sleeves and do it).
I'll stop ranting....
Great game, could be better....
1) Spotting for artillery/mortars: News Flash! Ya cant spot for arty/mortars without a radio! In the US army in WWII, radios were at best on a platoon level (therefore zugtrupp/Platoon leader only) and in every tank/TD. I am not sure about american halftracks. German 251's had radios, I am not sure about 250's. Even preregistered targets require radio commo, although an astute Platoon Leader would not need a direct line of sight. Predetermined targets are perhaps the MOST important part of planning an attack/defense and it is notably absent in the game. It would be easy to include in the game engine. As a former FO (I had many different jobs in my service time), my opinion on the accuracy of indirect fire in the game is that the current model is ok. Mortars are VERY accurate if fire can be adjusted via radio.
As far as the off map stuff goes, you should have to predetermine a set number of locations (we used to pay special attention to "dead zones" used for assembly areas protected from direct fire). If you shift from these predetermined locations and the area shifted to is under observation from a radio equipped unit, there should be no penalty. If no obs/radio is available, the accuracy should go to hell if fire is shifted blind.
2) And the worst flaw: The problem with large crew served weapons being fodder for indirect fire is not due to any flaws in the game engine! Another News flash! No large crew served weapon/light armored weapon platform EVER stays put in combat unless it is heavily dug in, whether now or in WWII. It was common practice to practically KEEP THE GUN HITCHED TO THE TOW VEHICLE in the Wehrmacht in fluid situations so position could be shifted (look at some pictures of 88's in action in North Africa). Put tow vehicles into the game engine before ANY other future additions and this already good simulation will become awesome. to say that they were not used in scale of the game is just plain b------t.
3) Next worst flaw: Evidently CC is in a parallel universe where no one has taught any of the infantry/AT/mortar crews how to prepare a fighting position. Give me a few hours a few spare sets of hands, two or three entrenching tools, one pickaxe and a few tree limbs and you can shell me all day and waste ammo to your hearts content. The frozen ground argument is crap. Dig down 6 to 9 inches and yer set. ALL american and german vehicles carried picks to break up frozen ground. true, they were not always available and this could be dealt with, but the protection offered by digging in is laughable. A well-prepared fighting position is almost impervious to anything but airbursts and direct hits and 12 hours is plenty of time to build overhead cover (the no-move, dug in rule).
4) And the next: No infantryman in his right mind walks when he can ride. Halftracks were SPECIFICALLY designed to protect infantry from indirect fire/small arms fire and deliver them as close to the engagement as possible (sometimes within 50 meters, check some photos from WWII). This was especially true when a concealed route was available. I for one would much rather risk getting hit by direct fire than get shredded by small arms and indirect (9% + 80%[respectively]=89% of WWII casualties, remember?). By 1944 the Germans used the "Panzerblitz" assualt whenever possible(this from my German foster father-he was THERE assaulting Bastogne in the 15th PG), with the infantry huddled behind the turrets of the assualting tanks. I realize that the game designers have said that this would be tough to include in the code, but you guys are SO close to an incredible simulation model that you really need to roll up your sleeves and do it).
I'll stop ranting....
Great game, could be better....