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Posts
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Everything posted by rocketman
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I had a strange thing happen to me in the scenarion "Two Bridges". I haven't played that many scenarios with tanks so what I'm about to describe might happen a lot, so bear with me. At the same time I had two tanks each facing a spotted enemy tank (turrets facing each other). I had them both set to fire their main gun. I guess the enemy must have spotted me (eventually). What happened was this: neither of my tanks fired and nor did the enemy tanks as this went on for two turns (before I tried something else). Stranger still was for one of my tanks the left hand indication was "Commander/gunner: aiming, firing, reloading" without either firing MG/Main gun. It was like a wild west stare down - who would fire first...? No one did. So I moved both tanks and one was promptly destroyed.
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Just turned 40 too. Can't decide if it is the end of the beginning of my life, or the beginning of the end. In either case, CMBN keeps my young at heart, I enjoy playing games just like when I was a kid. It never gets old. Say the word "expansion" and I go:D:D:D:D
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Welcome
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Looks spectacular!
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Gridded, please, please - this looks great, but I "can't" play without grid
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40, but I feel like 140 after seeing all those pixeltruppen die due to my clumsy mistakes - "What! the door was on the other side of the house", "I'm sure there is no artillery here...", "Mines? nahhhh!", "This seems like I quiet bocage area, I'll move quickly through here", and so on...
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Welcome to the game! First of all, enjoy it and learn from mistakes that are bound to happen. I find that time limit is sufficient in most scenarios, but it is also a factor that affects your tactics. Once you get a hang of it, you might even appreciate the strain of operating under a tense time limit.
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My guess is that units that are next to the AP getting area fire and get suppressed are green/regular units while crack/elite doesn't. However, I want my area fire to also have the chance of causing casualities and suppression to all kinds of units, in a wider range.
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Maybe I have not paid attention enought, but to me it seems to be hitting the same AP, at least in graphics. Maybe it spreads more than that, but isn't visible - but then how do you know for sure?
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I read an article on infantry tactics in la Bocage Normande and fequently they would area fire on long stretches of hedges to facilitate the advance of other troops. I find that area fire in CMBN is directed too much at a certain point, even if it is an entire sqaud laying down the area fire. Since the purpose is suppression and making the enemy keep his head down I would like to cover a wider area at the same time - hence introducing the area fire cover arc. What do you think? Would you use it if available? Edit: Maybe cover arc isn't the best of names, maybe linear target for infantry is more like it.
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You can't "blast" hedgehogs. I've tried too.
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I have wondered the same thing myself, but in that case the first number wasn't 99. Edit: how appropriate that this was my 99th post!
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Low Bocage vs Hedge how to tell difference?
rocketman replied to Holien's topic in Combat Mission Battle for Normandy
Spoiler alert... -
La Fiere bridge and manor. Dawn. D-Day.
rocketman replied to LemuelG's topic in CM Normandy Maps and Mods
Looks like an intriguing map/scenario. -
How about that for a misunderstanding Been playing for this long, but still things been going ok anyway, just keep 'em HQs close.
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Several times I have noticed that a squad seems to be out of command (red dot near formation name), but when I check the corresponding HQ unit's unit tab, that squad is shown with a green flag, indicating that it is in command. Which is correct in these situations? Is this a bug?:confused:
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And I thought it was just a CMSF issue....
rocketman replied to mike_the_wino's topic in Combat Mission Battle for Normandy
Patience and field of view are your best friends. Take care of them. -
marking mines takes too much micro managing
rocketman replied to gumby7's topic in Combat Mission Battle for Normandy
This should be included in the thread with wanted improvements - great idea. As it is now I hate dealing with mines (apart from getting killed by 'em). -
Aber Fritz, das hier ist die beste cami in die Weldt
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This might be a case of being unlucky or remembering CM*1 differently, but it seems that the AI now is very good at punishing you with mortars and artillery. It has happened several times that I've had infantry in good firing positions that I don't want to abandon and then, after 4-5 min, the shells start pouring down on my position. This or I just left the position. I'm trying to remember (this is hard...) not to stay stationary for too long, but sometimes you just don't want to push forward too hard. What are your experiences with this? Did this use to happen in CM*1 as often?
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I'm finding it hard to describe what I'm after, but consider this: Large scale scenario (like Bloody Omaha) with tons of units and mortars to keep track of. So, I'm giving orders, one unit at a time. I come across a deployed mortar unit. In an instant (without tracking all available HQ/FO units) I want to figure out if I should either move the unit or let it stay put to receive the artillery mission, without causing delays/interruptions/poor accuracy, by moving. As far as I can tell, the only way to figure this out is to check all HQ/FO units one by one. I don't want to do that. It's ok in small scale scenarios.
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In CM1 it was, and should be now as well. Remember Stalingrad and Cassino.