There's currently a debate raging in the staff about whether it should be "Operation Kurzschuss" or "Operation Kurzere Langschuss"
I want to make sure that the StuG does not pop up in the final seconds of the turn, giving my opponent an opportunity to react in the command phase.
Thanks for all the updates again. Loving the action, learning a lot form it as well. Hope the new operation is a total success!
Out of curiosity: why the pause in between the fast commands for the Stug?
Let's hope its doesn't go down in history as "Operation Keinschuss" again.There's currently a debate raging in the staff about whether it should be "Operation Kurzschuss" or "Operation Kurzere Langschuss"
Yeah, the 90 degree turn after the reverse takes a while. I have made myself the habit of making an addition, very short 45 degree turn extra, then straight forward that same stretch making a sort of Y movement. The rationale is that turning while moving is faster then standing still. Never tested it though, so no idea if it's actually true....I want to make sure that the StuG does not pop up in the final seconds of the turn, giving my opponent an opportunity to react in the command phase.
But it is unnecessary because the maneuver is complicated and will take maybe 2 minutes to complete.
Interesting - this could solve the problems I'm having with the Move order in a different direction after Reverse, too.Yeah, the 90 degree turn after the reverse takes a while. I have made myself the habit of making an addition, very short 45 degree turn extra, then straight forward that same stretch making a sort of Y movement. The rationale is that turning while moving is faster then standing still. Never tested it though, so no idea if it's actually true....
I'm really wondering what it is doing sitting there for so long. Is he deliberately testing your ability to react to it? Is he willing to sacrifice a firefly simply to find out how much AT assets you have left after the air attacks?Let's hope its doesn't go down in history as "Operation Keinschuss" again.
Leaving is dangerous - the StuGs can see most of the hill except the little depression where the vehicles are hiding. So maybe he thinks his best chance is to keep it there as a threat to my flank. And maybe it hasn't taken any serious damage and is ready for a fight - and my StuG will soon find out the hard way.I'm really wondering what it is doing sitting there for so long. Is he deliberately testing your ability to react to it? Is he willing to sacrifice a firefly simply to find out how much AT assets you have left after the air attacks?
It just seems so... weird to keep having it sitting in plain view.
I'm really wondering what it is doing sitting there for so long. Is he deliberately testing your ability to react to it? Is he willing to sacrifice a firefly simply to find out how much AT assets you have left after the air attacks?
It just seems so... weird to keep having it sitting in plain view.
Makes sense but bringing those Fireflies out a few minutes back makes even less sense if that is the case. Maybe that result changed his stance from offense to defence.My guess would be that he simply went over to defence now that he has 2 out of 3 objectives under his control. He knows Drifter can't win unless he attacks.
Tanks DM! Real pretty. Is that 900 metres or so? All one go? On Quick or Fast? Intact squads or teams? They look spread out. I am surprised there was no LOS. Just dropping a steady harassment barrage across the area would probably have dissuaded you?Here is the promised picture of 6th Company running through the Bowl. Some teams are getting Exhausted and will need a proper break after reaching the hill. Again, the dashed line is a potential kill zone where my opponent can shoot if he puts tanks on the South Ridge (in a place where he would still be protected by the trees from getting spotted and shot at by the StuGs).
I don't know how the sharing works in this respect. The infantry that sees the Firefly has its platoon HQ nearby, which sits next to the StuG, so the contact may have come to the StuG via the platoon HQ - but not via the C2 links of the StuG company, because other StuGs did not receive this contact.I wonder if you place an infantry unit that has an information about the Firefly next to Marder will Marder get the message?
Can the units that are not HQ units share the information horizontally between different organizational structures?
I go with the "too risky to leave" hypothesis. His halftrack and truck also remained on the hill. I think he would want to move them away.I think he realises Drifter doesn't have that much more in the bag when it comes to tanks. Because it would make little sense to first probe a bit with StuGs and then much later suddenly bring out Panthers or other AT.
Secondly, he knows that if anything wants to challenge the Firefly, that vehicle needs to move into LOS.
Thirdly, he's counting on the distance to save him. At long ranges, a fast gun like the 17 pounder gives a big advantage to landing the first shot.
Finally, he knows there's a decent chance to bounce a PaK40 shot at long range, while nothing will save the German vehicles against the 17 pounder.
But who knows. Maybe he just had too many Foster's In a battle against Josey Wales, I forgot to pull back a key armoured car, from next to a building and it got Panzerfausted. A bottle of red wine played at least some part in that.
Teams of four men. I was sending one per minute via different routes, using Quick. Hill 36 is hot ground due to mortar fire and MGs so perhaps he no longer has LOS from there, but he has LOS from elsewhere. Although the is trying to bring a mortar barrage on me, it takes time and I think I am fast enough this time.Tanks DM! Real pretty. Is that 900 metres or so? All one go? On Quick or Fast? Intact squads or teams? They look spread out. I am surprised there was no LOS. Just dropping a steady harassment barrage across the area would probably have dissuaded you?
Interesting! I though the Face order would give the same rotation speed, but yes, turning like this is much faster. I was able to turn a Sherman 180 degrees in 29 seconds using this method. With the Face order it takes 44 seconds.Hopefully this will work. Apologies as a newbie if not.
And let me know if this is irrelevant but I can turn a tank 180 in 33 seconds:
I was just reading a thread over at BFCM site about that very thing. I think chuckdyke used the tank open hatched to relay commands from a forward PHQ to mortar (near the tank) for a strike. The only radio nearby was the tank. I'll try to find it.I don't know how the sharing works in this respect. The infantry that sees the Firefly has its platoon HQ nearby, which sits next to the StuG, so the contact may have come to the StuG via the platoon HQ - but not via the C2 links of the StuG company, because other StuGs did not receive this contact.
I've sent another infantry unit to the place where the Marder stood. Maybe they can see the enemy tank from there and pass the info to the Marder.
Two units next to each other will share info about contacts, no matter if they are from different formations. Tanks don't need to be opened up.I don't know how the sharing works in this respect.
Yes - it seems that's how it works. Good they can talk to each other.Two units next to each other will share info about contacts, no matter if they are from different formations. Tanks don't need to be opened up.
That's also interesting - but not consistent with my experience - that a nearby vehicle with a radio can keep a mortar team linked to its HQ. I usually bunch up mortars around their HQ unit if I want to use them for indirect fire.I was just reading a thread over at BFCM site about that very thing. I think chuckdyke used the tank open hatched to relay commands from a forward PHQ to mortar (near the tank) for a strike. The only radio nearby was the tank. I'll try to find it.
Artilley is massively undermodelled against armour in CM. There was a huge thread on the forums about it where some guy went to extreme lengths to prove it, including modelling impacts and fragments of various sizes against various vehicles using what I believe is quite advanced engineering software. His point was that at close (but surprisingly long) range, HE fragments travel so fast that they will go straight through quite a lot of armour. Including the sides and rears of many tanks.I once lost a StuG to a 155mm that exploded overhead, so perhaps I am overestimating the effect of those heavy HE shells against fully protected AFVs based on this experience.
Another strike I called off is the mortar strike on the Orchard. Thanks to my scouts I identified the enemy positions and targeted them with a mortar fire mission, but after about 5 minutes of spotting, none of the spotting shells fell anywhere near the intended target. When "fire for effect" was finally called, I had no confidence it would hit what I wanted, and ordered the mortar to cease fire. The HQ unit directing it had good LOS on the target and on most of the spotting rounds, but sometimes this just isn't enough. I'll try again.
I've made a different observation. The last spotting round before the fire for effect call falls close to target. It may be the second or even first round, if you are lucky, then the mission starts much earlier than predicted. It may be the fifth or sixth if you are less lucky.I think you might be misunderstanding the spotting system here. The important thing is not whetherthe spotting rounds land close to the target - it's whether the spotter sees the spotting rounds. He needs to spot a certain number of them, and then the strike will come in on target.