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Twotribes
12 Nov 05, 23:23
How does one disembark a squad or weapon from a vehicle in CMBB?

CJMello
13 Nov 05, 00:16
Select the unit on the vehicle and give it MOVE orders. NOt sure if it will do so if the vehicle is running at ramming speed though.

Palantir
13 Nov 05, 01:01
The unit will only disembark willingly if the vehicle is not moving.

If you give the vehicle a move order & the passenger a move order (to disembark) in the same turn check the time delays.

If the delay is longer for the vehicle to start moving then the passenger MIGHT get off.
But if the passengers time delay is longer it will not disembark.

You can add to the vehicles delay moving time by using the "pause" feature to give the passengers a better (shorter delay) chance of disembarking.

Although they will jump off at any time when they start taking enemy fire.

Twotribes
13 Nov 05, 02:11
I loaded a gun on a truck, it doesnt allow me to see the gun, how do you target the passenger?

Twotribes
13 Nov 05, 04:14
Ok figured out how to target squads and weapons loaded, but in the setup screen it wont let me give a loaded squad a movement order to unload it. I loaded the wrong unit to a vehicle and now cant unload it.

CJMello
13 Nov 05, 09:32
Make sure you are not selecting the crew.

KG_RangerBooBoo
13 Nov 05, 09:44
What usually works for me is to get the vehicle they are riding on blown up. :cry:

Twotribes
13 Nov 05, 10:25
Well, I just got the game and it is a major cheat, I have 22000 points to the AI's 5000. The only problems I will have are from not knowing what I am doing, once I finish set up, I absolutely hate the lack of a next button for units.

But in setup it doesnt seem possible to unload a vehicle once loaded.

KG_RangerBooBoo
13 Nov 05, 10:59
You may have to zoom in to more detailed map level, say 2 or 1, to be able to see that you are picking the passenger. You can disembark passengers in the set up phase though as I've done it. Just be sure to highlight the passenger and then move or place and they will disembark and go where you put them. Also, I might be wrong but I think if you use the keyboard "+" or "-" it will go to the next or previous unit. Just be sure to use the one on keyboard, not the number pad as the ones on the number pad will change the map level.

Twotribes
13 Nov 05, 11:49
I will try that, thanks. I am getting better at boxing a whole platoon for movement.

CJMello
13 Nov 05, 12:35
Well, I just got the game and it is a major cheat, I have 22000 points to the AI's 5000. The only problems I will have are from not knowing what I am doing, once I finish set up, I absolutely hate the lack of a next button for units.

But in setup it doesnt seem possible to unload a vehicle once loaded.


Like the other guy said use the +/- to toggle next and past units. The only thing that bothers me on that is that it still goes to dead vehciles.

WMurray
13 Nov 05, 17:41
How does one disembark a squad or weapon from a vehicle in CMBB?

I have a similar question. I'm racing to occupy a town in the scenario "Spaghetti Western" in CMAK. Once I have the Schutzenpanzerwagens and tanks stopped at the right place I want the squads riding inside or on top to leap out and go into the buildings.

So far I am just giving the vehicles orders. If I also gave the mounted squads disembark orders is there a way I could ensure that they would wait until the vehicle they are riding on was at its destination before they got off? (Assume for the sake of this discussion that they never come under fire).

I'm concerned that if I give the disembark orders now that they might leap off at corners or any other time the vehicle was slow enough, and then start running behind or along side the tank to the destination. Obviously not what I want.

But by not giving disembark orders at the same time I give the vehicles move orders it seems the vehicles could arrive at their destinations and I will have wasted valuable time when the squads could have leaped out.

Suggestions?

Palantir
13 Nov 05, 20:39
I have not seen a unit jump off enroute to a "destination" even when a vehicle slows down to make a turn: I do believe it takes the vehicle completely stopping.

The key to watch for is still the time delay on how long it will take the passenger unit to disembark, remember you can add "pauses" in 10 second incriments to ensure the Inf stays on when compared to the vehicles time delay.

KG_AGCent
14 Nov 05, 00:13
When you load a team into a vehicle such as a half-track (HT) you must zoom in real close, find the embarked unit in the back of the half-track, select him then issue a movement order. This can be a real pain in the ass, especially if you have more than one unit loaded into the HT. The best way to have your troops immediately jump out of their vehicle and assault or run to their primary positions is to ensure that the vehicles they are loaded into have at least 2 turns of movement to the "jumping off" point. Why?

Assuming that we are starting at a set-up;

1. Load infantry onto the half track (or tank).
2. Give movement order to HT ensuring the vehicle must move for a minimum of 2 turns to reach its destination.
3. HT moves as far as it can in one turn.
4. The next turn give a movement order to embarked unit to its desired destination.
5. Turn 2 (or any subsequent when the HT actually reaches its destination) movie you will see the Ht complete its movement at its desired point, the embarked unit will leap out of the HT at proceed to its indicated spot.

I call it "preloading" an order. The embarked unit will not leap out of its vehicle while it is moving. That causes broken bones and other undesirable effects. Generally the command delay inherent in giving a move order to the embarked unit will be eaten up in the time it takes the HT to complete its movement thus allowing the actual execution of the order to be delayed until the vehicle stops. However this order can only be given while the vehicle is in motion otherwise the embarked unit will simply hop out of your HT before it starts moving.

This is most useful when moving AT guns into position as soon as the HT stops the AT gun dismounts and begins moving into the woodline and, presumably, out of danger preventing the two from sitting in the open waiting to be offloaded on the following orders phase. Also good for driving infantry up to built up to areas and offloading them into buildings.