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StormDog

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  1. Thanks for the reply. Very well may be. I was not sure how graphics card driver updates were handled on a Mac until I read that they are included in system software updates//upgrades. The problems may have started as a result of upgrading to Catalina (I'm now on Monteray, and still have the problems). My 2014 27" iMac is still running Majave, and I have no problems on it.
  2. @IanL Glad you agree. We've spoken before about some of these ideas on the FGM forums. I'm JTimo there.
  3. Hapless, yeah I played against him in his Blood on the Snow video series. Lost. He is very good, and does know his stuff. I have read some of his Basics, but I don't think I read either of the ones you mentioned above. I'll take a look. Generally, I am aware of your suggestions, but I don't find them as fluid as you. For me Ctrl-left-click seems to always miss the mark. I use it from on high, but camera 1 seems to always overshoot it.
  4. Sorry, I meant selecting a "way-point", and quickly positioning the camera relative to it. And, how do you delete are add way-points in the middle of a plotted path?
  5. Keeping it simple, I'd like to see A cancel button on the big red button's save email dialog. A two way acquire mechanism, so I can correct my mistakes when I take something that my unit can't use. The combine command be a more reliable way to put my teams back together so I can break out a different team, or assault with the full squad after have broken it into teams. Maybe just select the two teams, and issue an assault. Command phase improvements. Things like tabbing through the selected unit's way-points, adding and deleting way-points, or selecting a unit and being able to quickly position the camera relative to it. More flexibility in embarking and debarking my grunts from and back into the vehicle. Wouldn't it be nice to move a vehicle to a waypoint where they wait for the grunts to load up, then move to another location. A way to select multiple units (e.g. vehicles), and plot a series of way-points, and all the selected vehicles travel through those way-points. (i.e. absolute movement rather than relative movement) In general, I'd like improvements to make the command phase to be less tedious. The easier it is to play the game, the more enjoyable it becomes.
  6. Can’t help you with the M1 question. I have a 2014 27” iMac w/ high end GPU, and a high end 2019 MBP w/ AMD Pro Vega 20 GPU. The iMac loads slow, but runs great. The Vega 20 encounters freeze issues, leading to crashes, and Saving during the command phase causes the game to sporadically quit (no crash and no save either) so commands given since last save are lost. These issues only appear on certain maps, and map size doesn’t seem to be the problem.
  7. I believe so. I am not aware of any way to cheat the game or when playing another opponent.
  8. Mac installer won't pass the verification step when trying to run it on Mac OS Catalina 10.15.1. Any ideas? I'm referring to the installer package downloaded from the link in the original post on this thread.
  9. Good question! If I might add another. From the look of your latest graphic, could your 2 Shermans be at risk to the AT assets of Baneman's split squad (as it appears they are about to, or already have, entered the woods on your left flank)? Great AR!!!
  10. Hi Bill, I've followed much of what you've published, and enjoyed following your AARs. I have a few questions. Assuming the two recon teams will be initially assigned to separate sectors, and will operate somewhat independently of each other, will you attach elements of the Hellcat unit to each team, or will you initially keep the Hellcats together as a single unit. And, regarding teams Hunt & Kill, will they be deployed to separate sectors, or kept as a central reserve to be used together or independently when the opportunity presents itself. Thanks! Joe
  11. I'm hoping my first h2h game is not an accurate predictor of CMBS. After 2 turns, it appears to be the opposite of the above quote. Playing a Meeting Engagement QB as the U.S., against an opponent I have found tough to beat, the game appears to be over. As the U.S. player, I believe all the Russian tanks, have been knocked out, and the Russian infantry have suffered numerous casualties. I've lost just 3 of my infantry. Much of this damage was done by my Bradleys. Backing this up are some one-on-one tests I've run (at 1000m) using Bradleys against Russian T-90AMs (with APS). In all cases, it was a mismatch.
  12. Good point. Your counter would cost me dearly in one game I played where I repeatedly used the smoke technique I described to cross a street with a light tank located about 60m further down the same street. For best results one has to wait the full turn, so the smoke develops, before sending his moving units across the open area. This will give his opponent the opportunity for the area fire.
  13. I have used the pop smoke command for offensive movements. Generally employing all the above suggestions. 1. Don't move the unit popping the smoke 2. Select that unit and give it a Face command in the direction you want the smoke thrown. 3. With the unit still selected, choose the pop smoke command 4. Give moving units a pause command of at least 30 seconds (45 if the smoke popping unit needs to adjust it's facing)
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