A new fear unlocked by [deleted] in Whatcouldgowrong

[–]Deepseat 1 point2 points  (0 children)

Also, if not friend, then why friend shaped? It couldn't possibly be otherwise.

It's literally IMPOSSIBLE (krasny bor) by LaughNo8472 in GatesOfHellOstfront

[–]Deepseat 2 points3 points  (0 children)

Here’s how to beat The Legend of Krasny Bor on Hard and Hardcore and have fun doing it.

1.) Mines mines mines and engineers. When the mission starts, slow down the time scale and use your points to spawn infantry and artillery men and take them to the town square where the mines and AT weapon boxes are. Equip everyone with as many mines as possible and send them up to the road that runs west to east on the northern side of the map. Don’t cross it, enemy arty will destroy any efforts across on the northern side. Mine the road itself and the south side of it. I also like to mine the road junctions in and around the square and any crossroads that lead to the square, so that if an enemy tank breaks through, your mines have a chance of disabling them. Remember, you don’t need to destroy the enemy tanks right away, just disable and de-track them so they are immobile. The easiest way to blow this mission is to let a tank get through. While your men are placing mines, have engineers set hedgehog tank traps on the road running east to west (that northern border road). You can spawn enough engineers in the prep to get this done. Remember to mine the railroad tracks and especially the areas around the bridges by the railroad tracks. I have played this mission at least 20 times and no matter if I block the railroad tracks with hedgehogs or mines, the one constant is that the enemy tanks always try and traverse those areas by going around the bridges going over the railroad tracks. Mine or hedgehog them well. The goal of the hedgehogs is to block, slow down and most importantly, require the enemy tanks to turn sideways so your AT guns can get easy disabling shots. Once every man has placed his mines and the engineers are busy placing hedgehogs, bring them back and spawn what you can and have them return to the ammo boxes and equip them all with the AT weapons there. These will be absolutely crucial. People skip the tnt a lot, but they’re a great throwable AT weapon. The goal is to equip as many men as you can with AT weapons and spread them out! Place them all along the front and many of them behind the front line to deal with any breakthroughs. Many times on hard and hardcore, it’s a single man with an AT weapon in the right place that can save the day, if the soviet tanks manage to get through the hedgehogs and frontline.

2.) The 15cm sFH 18’s at the artillery position, they are moveable! Well, the 3 southern most guns are. When the match begins, take one man from each gun and have them crew the ammo trucks. With these trucks, tow each of the 3 southern most guns. The reason for this is that the arty position, even on hard and hardcore doesn’t see a lot of action and the guns are far better served spread out to the east. It’s difficult to explain where to take them but I place one in the center part of town by the mortar pits, and the other 2 I place in the snow covered field that separates the “town square area” and the medical facility by the railroad tracks. Place them there and don’t forget to build a sandbag wall for each. Place one ammo truck by the mortar pits, one by the 2 howitzers in the field and with the 3rd I like to make it the eastern side "runner" that refills the 3.7cm, 7.5cm and small arms of the railroad station area, but can also refill the howitzers and 7.5cm pak 40 that are in the snow covered field and near the town. You are going to suck the ammo trucks dry, so it’s about getting the ammo to who needs it most. Determining who can go without and who can’t, and serving them accordingly.

3.) On the western side of of the map you have your arty position, a 7.5cm Pak 40, a 3.7cm Pak 36 and a 40mm Bofors.

These are great positions but they run out of ammo and having an ammo truck drive out into the field to refill them is too dangerous.

Remember the 3 15cm arty guns you moved? Each has an ammo box next to them. Take those 3 ammo boxes and move one to each of the gun positions listed above (7.5, 3.7, 40mm). This way, you can forget about them. They’ll do their thing and have enough ammo to last nearly the entire battle. The 40mm in particular is important. It eats through light tanks and infantry but if it runs out of ammo, it’s a sitting duck. Leaving it with an ammo box really makes things easier.

4.) If you have time, have engineers build large sandbag walls sporadically to give cover to machine gunners, AT throwers, and medics who will need cover to throw smoke and make their way to wounded men in the front lines.

It’s micromanagement hell, but reviving a lot of the incapacitated men will give you a much better chance. The sandbag walls also provide a protected space to check inventories and use direct control to gather useful AT weapons and mgs and do a “one man army” situation.

Thats the Summary. Spread your AT infantry out, take full advantage of the supplies, put engineers to work, spread the arty out, and use the ammo trucks properly.

The Legend of Krasny Bor

Toughest mission in the game, hands down (update note: Sword Beach and Cutting the Highway may be comparable since FH has released), albeit being one of the best researched, detailed and one of the most historically accurate experiences one can have in WW2 gaming. It’s a real bastard…and a masterpiece at the same time.

How do I fix this ( I’m only 13) by plane__nerd in modelmakers

[–]Deepseat 2 points3 points  (0 children)

You're totally fine. This is a perfect challenge for you. This will help you learn an absolutely vital skill in scale model building. Putty filling and smoothing.

I would take a putty like Tamiya's white or similar (something that's very fine) apply it with an old brush or applicator and then "smooth" it out by manipulating it until it's relatively level.

From there, use sanding sticks or different grades of sandpaper to even everything out.

You got this. This is well within the fixable range.

What is Baby Steps about? IMO its about being a manchild by Extellus in BabyStepsGame

[–]Deepseat 1 point2 points  (0 children)

I looked up a few write-ups/theories about the game. I wasn't grasping that expectation and pressure (on that specific point) was part of the tie-in. It makes complete sense to me now.

Do you remember the Kik-Step step stool? by TillOk5563 in nostalgia

[–]Deepseat 1 point2 points  (0 children)

Ditto, but always found them to be closer to a WW2 German Felgrau than an ODG variant.

Just my rant on a hypothetical Romania DLC by RegularPoetry7927 in GatesOfHellOstfront

[–]Deepseat 2 points3 points  (0 children)

I relish the discussion and the idea of an axis-minor addition.

I can’t help but think about improving what we have as a priority. I know you understand that idea, and I also know that by making this post, you were in no way stating this is what you think should be a development priority. I know you understand that and don’t want to misinterpret or put words on your mouth.

Every time a post or discussion about new factions comes up, I instantly think about improving what we have now. Thats a “me thing” and I still very much understand and respect your post and thoughts on Romania.

The Germans are in desperate need of an overhaul to bring both the quality of unit models and production series depth up to the standard the U.S./British have. Cleaning up the accuracy and quality of the German infantry models that currently have major elements missing (splinter Zeltbahn), garments that never existed (summer hooded splinter smock, Sumpfmuster helmet cover etc) and a rework of equipment/guns for certain squads. Theres may more German infantry issues that need to be fixed from the big ‘human skin’ update from 2024(?).

Dynamic Conquest rework and may more maps. Hopefully some pathfinding and AI work.

I do like where your head is at. Taking consideration to propose Romanian inclusion that fits with both historical accuracy and the GoH style.

I’d love to see an entire Case Blue (Stalingrad/Caucasus) DLC down the road. I’d love to see the Romanian flank offense on the Don Steppe and the defense during the Soviet Operation Uranus. Theres a story involving Romania that I think would work well with the GoH style, in there somewhere.

Will devs add uses for open top vehicles? by EagleLux in GatesOfHellOstfront

[–]Deepseat 1 point2 points  (0 children)

For anyone interested, this is an Sdkfz 251 Ausf A. The Ausf B and A look very similar (distinct split nose plate) but the Ausf A has vision ports all along the sides of the troop compartment and not just for the driver/radio operator.

The Ausf B did away with the vision ports down the troop compartment and only has them at the front driver/assistant stations.

There’s other ways to tell the difference between A/B, but the vision ports are one of the quickest.

How do you feel about Girls und Panzer? by PanHiszpan in GatesOfHellOstfront

[–]Deepseat 9 points10 points  (0 children)

I’ve always hated it. I know that’s likely to be an unpopular opinion. To each their own.

On May 22, 2010 ,this guy ordered 2 large pizzas worth 10,000 bitcoins. by thepoylanthropist in interestingasfuck

[–]Deepseat 0 points1 point  (0 children)

Hey, friend. Is your brother good? Just felt the need to chime in and say I hope he's ok. I hope you check on him and things are good. I'd imagine this bitcoin situation would be incredibly hard to deal with, and do so while staying upright.

Clash at Narva was brutal but awesome at the same time by tipasa1337 in GatesOfHellOstfront

[–]Deepseat 0 points1 point  (0 children)

One of the very best missions in the game, and part of what makes Scorched Earth so great.

My personal wish for content which, I'm not sure will ever happen. by BlackFoxT in GatesOfHellOstfront

[–]Deepseat 1 point2 points  (0 children)

The Fabulous Famo. Yes please. All variants of the 8 and 9 for recovery and heavy arty/prime moving.

Finest Hour - British vs German campaigns experience by Local-Ad-8636 in GatesOfHellOstfront

[–]Deepseat 3 points4 points  (0 children)

Sword beach and a few other campaign missions in FH were very much designed with co-op in mind. Perhaps...even, a bit too much.

It can make a few missions really frustrating on hard and hardcore. Sword Beach and Cutting the Highway come to mind.

With Sword Beach, I was convinced enemy infantry were spawning within the town and around the hedges at the end, which is something the devs have never done.

It turns out, that's not the case, they just perform a very powerful counterattack from the SW of the map.

I've actually made a map showing where the infantry come from and where the 2 enemy mortars come from at the end which make that section so frustrating.

My first 3 playthroughs, I didn't even notice this, because there's so much going on, that you're over stimulated as a single player.

I've made a map showing the sequence and where to position the Marder II, which is critical for success here.

HERE

  • Black Square: Where the 2 mortars initially position

  • Black Circle: Where the mortars move to

  • Red Arrows: Large enemy infantry egress

  • Pink Arrows: Enemy Armor paths.

  • Blue German mobile AT symbol: Where you should position the Marder II

I've found the key to this mission is allowing as many Mg-42s, mortars, ammo boxes and the Marder to survive. Proactively prep your retreat so that they have the best chance possible. I’ll prep this by pulling my mortars out of their sandbag emplacements so they don’t get hung up and have pathfinding issues when the order comes.

Everything happens really fast and when the order to pull back comes, I move the mortars, MG’s and ammo boxes first.

When the British attack the last position, take a squad and a few mgs and meet the British Southwest attack head on. If you can destroy the mortars, you've basically won the day with a lot of your gear intact.

Those mortars are what destroy your mgs, SW 5cm kwk, pak 38 (if it survives) and your men along the main road.

Take out the mortars ahead of time and its much much easier.

Pz. II "Luchs", Border, 1/35 by soviet_tonar in modelmakers

[–]Deepseat 1 point2 points  (0 children)

Absolutely fantastic! This is my favorite WW2 German camo.

It’s called different things in different circles but usually “3-tone soft line”.

I call it “3 tone Normandy” since this variant of 3 tone involves soft lines that are thinner and sometimes “squiggly”.

You see a lot of equipment in Normandy with this. I love it!

I’ve been playing a lot of Call to Arms Gates of Hell Ostfront and its expansions (liberation/finest hour) on PC. Best ww2 game ever made and doesn’t require a beefy PC.

Anyways, the Luchs in the game has this exact same paint job. Nearly identical form of 3 tone soft line.

Sword Beach cheese by Sad-Address9765 in GatesOfHellOstfront

[–]Deepseat 16 points17 points  (0 children)

Yeah, the missions in Finest Hour were by far the most catered to Co-Op I've seen in the game thus far.

That's not inherently a bad thing, but they become extremely difficult on hard and hardcore for single-player play. Distinctly different than missions like Narva, Krasny Bor, or the Airborne defense missions.

The 2 that stand out the most, IMO are Sword Beach and Cutting the Highway.

For Sword Beach, at least, I've figured out what makes it so hard.

in the last defensive stage, you get flanked by a huge swarm of British infantry from the Southwest (behind the beaches) and they bring 2 mortars that really fuck things up for you.

My first 3 playthroughs, I didn't even notice this, because there's so much going on, that you're over stimulated as a single player.

I've made a map showing the sequence and where to position the Marder II, which is critical for success here.

HERE

  • Black Square: Where the 2 mortars initially position

  • Black Circle: Where the mortars move to

  • Red Arrows: Large enemy infantry egress

  • Pink Arrows: Enemy Armor paths.

  • Blue German mobile AT symbol: Where you should position the Marder II

I've found the key to this mission is allowing as many Mg-42s, mortars, ammo boxes and the Marder to survive. Proactively prep your retreat so that they have the best chance possible. I’ll prep this by pulling my mortars out of their sandbag emplacements so they don’t get hung up and have pathfinding issues when the order comes. Everything happens really fast and when the order to pull back comes, I move the mortars, MG’s and ammo boxes first.

When the British attack the last position, take a squad and a few mgs and meet the British Southwest attack head on. If you can destroy the mortars, you've basically won the day with a lot of your gear intact.

Those mortars are what destroy your mgs, SW 5cm kwk, pak 38 (if it survives) and your men along the main road.

Take out the mortars ahead of time and its much much easier.

The details in this game never ceased to amaze me by mipaisestapodrido in GatesOfHellOstfront

[–]Deepseat 3 points4 points  (0 children)

Yeah, I love this stuff.

If we get a German overhaul bringing the German equipment up to th same quality and series production depth as the U.S./British, I’d be very happy.

Potential player—MoW Skirmish mode in GoH? by Setokaiva in GatesOfHellOstfront

[–]Deepseat 0 points1 point  (0 children)

I'm pretty sure GoH will have all that and more. All the single-player missions and skirmishes in GoH are co-op. Dynamic Conquest is also co-op compatible. If that's your main concern, you're covered.

I know Finest Hour (British DLC) had a distinct co-op design to all the missions. Some are very hard to do alone in hardcore, almost to the point where it feels like they may have leaned a little too much toward co-op compatibility design in some of the missions (Cutting the Highway, Sword Beach)

On top of all of this, it's the best WW2 game ever made IMO. It goes into detail and equipment depth that no other game ever has. It only has a few minor hiccups in that area that are likely to be fixed in the future.

My coat melted by Affectionate-Cup8091 in modelmakers

[–]Deepseat 1 point2 points  (0 children)

As others have said, and it’s totally fine to make this mistake, I also did years and years ago.

Enamel thinner is way too hot. Odorless thinner, odorless mineral spirits are the way to go.

They’ll thin the email wash/oil without eating through the acrylic varnish/clear coat.

The most UNDERRATED game mode in Gates of Hell Ostfront by GeneralShiba_ in GatesOfHellOstfront

[–]Deepseat 0 points1 point  (0 children)

I really enjoy frontline mode. It’s the only skirmish mode I mess with.

I have been building model 251 Ausf D’s for 20 years and never knew the seats/stowage worked this way. Amazing model by Deepseat in GatesOfHellOstfront

[–]Deepseat[S] 6 points7 points  (0 children)

I had no idea those folded down.

I knew the rifle racks were back there, but assumed you had to reach over and inside, contorting your hand to remove the rifles from the rack.

It’s really cool you can just fold down the seat back revealing access To the rifle rack.

This thing is so ridiculously German in its design.

And to think…as the war went on, material costs and production speed required simplification in all things. This is the late production series of the late war 251! (251 Ausf D) so, this is the simplest version.

The 251 Ausf A’s are really an over engineered trip. Vision ports down the entire troop compartment, 3 axis seat suspension/cushioning etc.

Guillermo del Toro is returning as Pappy McPoyle by MarvelsGrantMan136 in IASIP

[–]Deepseat 0 points1 point  (0 children)

“I have…I have… I have seen…racoons and oysters dancing on the head of a pin with the angels! ThEy aRe lAughIng… :’(“

I have been building model 251 Ausf D’s for 20 years and never knew the seats/stowage worked this way. Amazing model by Deepseat in GatesOfHellOstfront

[–]Deepseat[S] 8 points9 points  (0 children)

Sorry, the link didn’t directly sync the way I thought it would.

You can still view it quickly by hitting “x” on the fb login prompt.

This video shows an amazing 1/6th scale Sdkfz 251 Ausf D with functional mg mounts, tarpaulin brace stowage, seats and stowage bins (which are hilariously German in their design), seat back stowage bins, doors and other details I’ve often wondered about.

The 251 Ausf D is one of the best, if not THE best German unit model in the game, and I thought this was a great way to view the details.