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Ted

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  1. Like
    Ted reacted to Blazing 88's in Is CMBS dead?   
    It's because russia is losing and the war may not be over before the end of 2024. It won't look good to release a game about the war in Ukraine as the war will still be going on.... 
    I  am pro-Ukrainian just calling it like I see it.
     
    I hope I am wrong and this is all over soon and in a positive way for the Ukrainian people
  2. Like
    Ted reacted to herr_oberst in Battlefront Forum meme glossary   
    Aah... for the glossary, you simply cannot leave out "the Cesspool"...
  3. Like
    Ted reacted to MeatEtr in Battlefront Forum meme glossary   
    Please fix or do somefink!
  4. Like
    Ted reacted to Aragorn2002 in Combat Mission Red Thunder Battle Pack 1 pre-orders are now open   
    You're right ofcourse. Okay, I'll do that. Cheers for putting me right. 
  5. Like
    Ted reacted to womble in Someone with high hopes or just a dreamer   
    WeGo or NoGo...
    One of the primary USPs for me is the 1 minute turn and infinite replays of the turn results. If it doesn't have that, it's not a competitor to CM, in my lexicon.
  6. Like
    Ted reacted to Magnum50 in It's way past time to list titles in the My Order Battlefront...   
    Come on, well past time to list what the game is we ordered so I can find the one I want easier, instead of clicking on every damn order to find it. Posted in truth but fun.
     
     

  7. Like
    Ted reacted to chuckdyke in What's Going On   
    What I know I know from somebody else.
     
  8. Like
    Ted reacted to Aragorn2002 in New Module coming For Blitzkrieg   
    I would buy the often mentioned Space Lobsters, just to keep Battlefrint in business. 🙂
  9. Like
    Ted got a reaction from Lethaface in Fire & Rubble Tournament   
    Ha!
    64 views and not one reply. I guess the rumblings of war have quieted to a purr. 
    I am going to start the tournament over on The Few Good Men website.
    If you are interested in playing in this tournament and are not already a member of the FGM please head over to the Site and join up.(https://www.thefewgoodmen.com/thefgmforum/) You'll find the tournament thread under the "Combat Mission WW2 Titles" thread."
    From the sign up thread:
    Fire & Rubble Tournament
    The Fire & Rubble Tournament is a series of 3 quick battle scenarios each on a specific map: a December ’44 small German probe on an open/village map, an April 45 Soviet Berlin city attack and a late ’44 armor only meeting engagement on an open map.
    Players will play both sides, one Russian and one German, in each battle against different opponents who will be chosen at random for a total of 6 games played. No player will play against the same opponent twice.
    Each player will play two 45 minute games per round at a minimum of 5 turns per week against two different opponents simultaneously for a 3 round tournament. This would require a minimum of 6 players to join and start the tournament.
    For each map a player would play two battles, one as the Germans and one as the Russians.
    The scenarios:
    1) A Small 45 minute German Probe with both sides set to Armored Infantry only on an Open-Village Map. (FR_Reitwein-880x880-Village-Open-Probe-01). December ’44, Eastern Europe, Dawn, Light Snow, Mist, Rarity: Standard.
    2) A Small 45 minute Mixed Russian Attack in Berlin City. (FR_Berlin Z West-480x480-City-Attack-01), May ’45, Germany, Day, Clear, Dry, Rarity: Loose.
    3) A 45 Minute Huge Armor Only Meeting Engagement on an Open/Village Map. (FR_Batzlow-1520x1200-Village-Meeting-01), April ’45, Eastern Europe, Day, Clear, Dry, Rarity: None.
    The type of service, Army, Guards, SS, etc. is up to the individual players.
    I’ll give everyone a week from today to sign up.
    The tournament will start Sunday October 17th at which time I will assign everyone their opponent for the first round.
    At a minimum of 5 turns per week the 1st round should end no later than Sunday December 19th but I’m hoping for a much earlier finish.
     
    Note:
    What made me decide to create this tournament is there has been a small debate as to whether the Soviets are handicapped by Combat Mission’s order of battle point values or is it just the way opponents choose their forces and the tactics they use.
    Perhaps this tournament can help influence this debate.
     
    Please, let me know if you have any questions or suggestions.
     
  10. Like
    Ted reacted to E5K in Fire & Rubble Release Date Pool   
    Yes sir Im right behind you at 70. It is nice to have time to play the game. Also a good covid coping activity.
  11. Like
    Ted reacted to chuckdyke in Fire & Rubble Release Date Pool   
    Yes, this April I turn 71 and it would make a nice present.
  12. Like
    Ted reacted to wadepm in Fire & Rubble Release Date Pool   
    If nobody want's 14 March I will take it. It's my birthday.
  13. Like
    Ted reacted to Anonymous_Jonze in Rome to Victory Release Date   
    Why don't you all be quiet so this thread doesn't get locked. I think most would like to see previews of content not get into a debate.
  14. Like
    Ted reacted to Probus in Some Minefield and Assault Tactics Findings   
    Well I thought I would play around with assault tactics.  Here are a few things I have found out so far:
    Detected minefield marker is (of course) red. Marked minefield marker is yellow. Engineers (Pioneers) sitting on  a minefield does not necessarily detect it. Engineers moving slowly through a minefield can still set off a mine. Engineers hunting through a minefield seems to find it faster. 🤨 Re-re-checking this. Engineering squads split up into some team types can loose most of their minefield abilities.  One they keep is the ability to set them off. 😆 Have not been able to get the "Clear Minefield" function to show up in anyway other than in the hotkey list outside of the game.🤔 Related Assault findings:
    Attacking a bunker from the side is much easier to destroy than in the front it would seem. Flamethrowers do wonders  at suppressing and destroying bunkers. USE FLAMETHROWERS BY THEMSELVES!!! 🥵 Using a platoon to assault a bunker using various tactics.  Squad 3 in rear providing suppression.  All three had flamethrowers in their squad. When the rear squad (3) decided to use the flamethrower to suppress the bunker, I found that squads 1 and 2 went from 20 soldiers total to 1 wounded soldier and 19 corpses.  HQ went was left with 1 wounded soldier and 3 corpses.  Squad 3 was just fine and also completely knocked out the bunker.  23 KIA and 2 WIA in ONE shot.  Wow, I am happy I learned that in testing.

    See the troopers running away from the flametrooper.  They have learned this.
  15. Like
    Ted reacted to Heirloom_Tomato in Good image hoster?   
    Another vote for imgur, just don't get lost looking at all the memes.
  16. Upvote
    Ted got a reaction from Warts 'n' all in Rome to Victory Release Date   
    [repeated exchange]
    Pope Julius II: When will you make an end?
    Michelangelo: When I am finished!
    From the "The Agony and the Ecstasy"
     
  17. Like
    Ted reacted to MarkEzra in CMBN 4.0 Patch Has New QB Maps   
    CMBN 4.0 Patch Has New QB Maps.  They are easily identified by "2019" in the Map name.  I took a good run at the bocage maps and personally enjoyed the game play with them.  There are a few maps devoted to the Rhone Valley of Southern France. So river crossing and Hills. 
  18. Like
    Ted got a reaction from A Canadian Cat - was IanL in Patches for the 4.0 Upgrades are now available   
    This was quite the pleasurable experience. All games patched without a problem.
    The best part was the speed it was completed. No mirror sites or long downloads like the early days.
    Of course I was probably using a 56K modem back then 
     
  19. Like
    Ted reacted to slysniper in Update on Engine 4 patches   
    there HAS NEVER BEEN GAME BREAKING BUGS.
    Now the bugs in the 4.0 version is game breaking  in a sense in arty  and infantry reaction to it if you are not accepting of it, but all it has ever taken is to play the game in version 3.0 before that change was made.
    what you have is 4.0 format not a good format for play against the AI if you are using arty. Any other way the game is played has been fine, 4.0 is good except for a few other issues.
    For those needing to bomb the heck out of AI troops, 3.0 was always still available.
    Yes, was it a issue that buying the upgrade and not getting the fix all this time was bad form. Of course it was, but don't act like the game is been unplayable, for it has not.
    You all know 4.01 fixes the problems, the releases are close at hand, after all this time you might as well take your chill pills because nothing on your part is making it happen any faster.
     
  20. Like
    Ted reacted to Doug Williams in First Turn Arty - Again   
    Pretty much this.
    Interestingly, a similar thread recently came up on the Few Good Men forums.
    My personal "house rules" regarding this are:
    No pre-planned arty (even with a delay) or TRPs for either side in a meeting engagement.
    No pre-planned arty (even with a delay) for the defender in a probe/attack/assault.
    Pre-planned arty (even arty landing on the first turn) is fine for the attacker in a probe/attack/assault.
     
    Always remember to discuss house rules when you are playing an opponent for the first time, as opinions differ. For example, I recently played in a tourney where my 2nd round opponent used turn one arty in a meeting engagement (not in my setup zone, but still.....). I had forgotten to discuss "house rules" with him before we started, so that's on me.
     
     
     
  21. Like
    Ted reacted to Heirloom_Tomato in Need Help With Designing Unit Objectives   
    @Ted If you load up the Challenge Battle I posted for this weekend, Challenge Battle #5, check out how I assigned points to each side. It might help with what you are planning to do. I would be more than willing to help out if you would like. 😁
  22. Like
    Ted reacted to MOS:96B2P in Need Help With Designing Unit Objectives   
    1)  I have never seen the U show up in the suppression meter.  
    2)  A player only knows what the unit objectives are if he is told in the briefing.  
    3) That is frustrating.  I tried that for a scenario and tested it but it does not work.  I think I wanted a minefield to be a spot objective.  The editor will allow you to assign the fortification a Unit Objective number however it will not be counted on the AAR screen.  
     
    Agreed.  Also, I found that barbwire works well for stopping wheeled vehicles at roadblocks.  Tracks will crush it of course.      
  23. Like
    Ted reacted to Combatintman in Need Help With Designing Unit Objectives   
    Reference your comment about the Germans not receiving any points for saving the unit objectives from the Allies - that is normal. Unit objective points are only awarded to the side that has to destroy/destroy all/spot or preserve them. In this case let's say you had allocated 100 VPs for U1, 100 VPs for U2 and 100 VPs for U3 as destroy objectives. If the Allied player wiped out U1 but none of the others, the Allied player would get 100 VPs, the Axis player would receive no points for 'saving' U2 and U3.
  24. Like
    Ted reacted to MikeyD in Need Help With Designing Unit Objectives   
    This is the first time I can recall someone trying to make wire and mines a 'unit objective'. I would imagine (not based on any testing) that wire and mines are inert, incapable of being suppressed/killed/captured. They may be purchased and placed like living units but they aren't... I would imagine.
  25. Like
    Ted reacted to RockinHarry in Need Help With Designing Unit Objectives   
    hm... just checked one my own missions which I know it all works as intended. Can´t see the "U" in suppression area either. R and A show up as they should. Now I can´t recall if I´d ever seen the U showing up in 3D editors unit suppression area in the past. 
    Removed Juju´s UI mod for quick test, but that´s not the reason for the U not showing up.
    To the other issue: Did you set "known to player" when setting other parameters to destroy/destroy all with point and names assigned?
    to the fort units, I´d never tried destroy/unit objective this way so need to test myself. Could be it rather counts for destroy/preserve terrain objects, but I really don´t know ATM.
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