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CAS

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  1. Upvote
    CAS got a reaction from c3k in Premature Surrender   
    In the Afghanistan game the enemy was fleeing from the map (fighting retreat).
    I liked that! Combine it with units surrendering when you get close.
     
    In most scenarios I think the timing for the retreat / surrender of the enemy is OK.
    I only play the scenarios once and see if I can win the campaign.
    If the enemy gets much more resilient I have no chance to win...
     
    P.S. Steam brought me back to the game! Good decision on Steve!
           Hope for the fire and rubble release on Steam! 
  2. Like
    CAS got a reaction from FredLW in Battle for France 1939-1940   
    France and the polish campaign would be nice!
  3. Like
    CAS got a reaction from nik mond in New features curiosity   
    - a cinematic mode without transparent buildings and crosses for casualty s
    - a new advance movement order where a unit advances until contact, engages until contact is lost, waits a choosable amount of time and continues the advance. Preferably the advance state could be toggled on/off for all movement states.
    - boarding rearming and disembarking vehicles in the same turn.
     
  4. Like
    CAS reacted to DMS in New features curiosity   
    Deep trenches, that protect from artillery! Different types of trenches. Communication trenches, trenches with MG nests. Soviet style foxholes. (For firing prone) Covered MG nests. Stationary telephones.
  5. Upvote
    CAS got a reaction from HerrTom in New features curiosity   
    - a cinematic mode without transparent buildings and crosses for casualty s
    - a new advance movement order where a unit advances until contact, engages until contact is lost, waits a choosable amount of time and continues the advance. Preferably the advance state could be toggled on/off for all movement states.
    - boarding rearming and disembarking vehicles in the same turn.
     
  6. Like
    CAS reacted to Xorg_Xalargsky in New features curiosity   
    Another one of those threads! Oh well, never hurts to dream. In order of feasibility...
    1 - A pre-selected retreat path command (you could set a waypoint outside the normal waypoint chain that overrides the TAC-AI's chosen retreat position)
    2 - A Shoot n' Scoot command (the most important use-case would be a bazooka team being able to retreat to a pre-selected position immediately after firing a shot)
    3 - More fortification objects, perhaps in a pack (H-barriers, H-barrier bunkers, guard towers for modern games; large concrete bunkers, deep trenches, shallow trenches/breastworks, concealed foxholes, combined tank-trap/barbed wire for all games)
    4 - The ability to save the state of maps for later use (in a campaign, or as the map of a different scenario)
    5 - A game-mode similar to Close Combat's Operations
    Goes without saying that I'd be more than willing to fork over some good money for those!
  7. Upvote
    CAS got a reaction from Bulletpoint in contact lost!   
    I finally own "fortress italy+GL+3"   (+SF, Norm, BS)
    After a day off struggling the whole day with the installation, the game support helped me to get the game running (server issue).
    I have enjoyed  playing the game for the last weeks and i am sure there it will take me a long time to play all the missions.
    One of the reasons why i decided to buy the game were the different Italian order of battle and their sparse use of radio equipment.
    Coming from BS where every unit has a radio, i hoped for a new different challenge.
     
    I was surprised to see that in some instances soldiers without radio equipment could call in indirect fire  (on map) without being i contact to other troops.
    I understand from other forum discussions that this is a trade off simulating other communication means like cable and flares.
     
    The reason why i post is that i wish we could have a more restrictive communication in iron mode. All CM games would profit from that.
     
    - it should only be possible to give orders (move/fire) to troops that are in communication with other troops (not only their own chain of command)
    - If troops are out of communication and sight they are replaced by a fading unit icons until they are in communication or visible again.
    - The unit will still follow the orders made before communication was lost
    - For better unit control the hunt command should continue after contact with the enemy is lost (fx. 30sec. delay)
    - If cable communication is simulated there should be icons for it (after a delay to establish the link)
    - the chain of command could be better simulated by giving commands additional delay if the unit establishing the HQ link is not part of their own formation.
    - to balance the loss of control units could be allowed to fire on fresh communicated contact markers from units they have direct communication. (fx. a mortar team or tank firing
      at a fresh enemy icon that popped up after a soldier close to them got eyes on the target. should be low rate of fire)
    - Tanks that are turned in and have no radio can establish contact with  ground troops in the same action square.
    - If troops are out of contact a long time (10-15min?!) they should move to one of the last known friendly contact markers to reestablish contact. 
     
    This advanced communication would give some nice game play challenges and open op for some nice search and rescue scenarios.
    I just played the battle where you have to find the crew of an ambushed half-track in an Italian city. With this game mechanic in place it would have been possible to find the crew, establish contact and get them to a exit point or to buddy aid the casualties.
    All in all battles would be more dynamic with units loosing contact because their radioman is down and then them showing up again after the radioman is buddy-aided.
     
    Hope this is possible, would make a grate game even better.
    Maybe Steve has the time to comment?
    Sorry for my english
    Regards CAS
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