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sluggo337

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  1. I have another question regarding CMBN vs CM:T. I'm not comparing features or the UI. I understand they are two different games similar to CMx1 vs CMx2. My question is around calling in arty. One of my frustrations with CMBN is the length of time before shells start falling. In a PBEM game I have going now I tried to call in onboard arty and it was going to take 8 minutes?!? So I tried off board arty and that was 11 minutes?!? I have no idea where the enemy (who is attacking) will be 11 turns from now. So when I tried CM:T arty for the first time, I was surprised when shells started falling at the beginning of the third turn which would be after just 1 minute? And this timing has been consistent every game I've played. Shouldn't the underlying "realism" be consistent regardless of the UI, etc?
  2. This is the best summation I've read on why people like CMx1 more than CMx2. It's like checkers and chess. The first time I played chess I hated it. Pieces with different move capabilities. Getting a good piece captured from out of nowhere because I didn't remember the move rules or wasn't paying attention. Now, I still appreciate checkers but would rather play chess because of the added complexity. As for the icons, I didn't like them at first. When I saw them in a CMSF demo I hated them and hoped they wouldn't be in CMx2. But they serve a purpose for me. They help me keep track of where my units are. Otherwise, the small (to scale?) units are hard to see sometimes and I would forget about them. And how did I get around this in CMx1? By increasing the scale of the visual unit with the hotkey. This seemed like an acceptable solution then but looking back on it I was playing with what looked like giants. CMx2 looks so much better with no giants.
  3. I have watched the video a few times now and each time I get drawn into the action. Then I realize those are my Germans that keep getting shot and I'm not so excited. But it was a good game and congrats to Wynn. There were a couple of things that worked against me (besides my poor planning, poor execution, and overall poor ability to play this game). I called in some OB artillery along one row of bocage that I'm sure would have eliminated most of a squad or more. But for some reason the shells all landed off the map. And the bocage row was nowhere near the landing spot. Second, as seen in the video, the immobilization of my tank all but ended any chance I had. He sent a few men to try and finish me off but anyone who got within eyesight of my stranded tank was quickly eliminated. We ultimately called a cease fire since we had several turns of my tank commander yelling for the scared Americans to come out and fight like men and his GIs hiding in buildings looking at each other saying I'm not gonna go out there, you go out there.
  4. Isn't this use of quick moves with several waypoints the same as Assault move? Does anyone use Assault? If not, why use several quick moves instead?
  5. My game with Bertram is not officially over yet but as he's already alluded to that bit of luck on first encounter did go my way. Could have gone either way. We should be wrapped up soon.
  6. If all else fails - I play on an iMac but use the PC version through bootcamp. Of course you've already bought the Mac version and perhaps don't want to use bootcamp. But...as I said...if all else fails.
  7. I would be open for a quick game over the next few days. I have to work most of Tues and Wed but other than that I should be able to get several turns in each day. And if we're not done by New Year's Eve we can finish when you return. If this works for you just select something and send me the game. I use dropbox and H2HH.
  8. Allied player here as well. Keep it going. I don"t care if my opponent knows. I just enjoy playing.
  9. I'll give it a shot. jspruill at rochester dot rr dot com
  10. WEGO almost all the time. I have tried RT for smaller battles and it's fun but I hate it when I miss something and can't go back to watch. I do like the ability to Pause when I want. I would play a lot more RT if there was a rolling 30 sec of history I could Pause and replay. Not change orders but just see what happened or rewatch/save some cool event.
  11. This makes sense to me but when I placed my mines the action spot didn't light up like it does for infantry movement but rather only placed a dot like waypoints for vehicle movement. Therefore, how do I know if I put two in the same action spot? Or didn't put it in the right action spot?
  12. A follow up questions. I got mines once and they are very small. Does something have to step directly on the small dot/mine or does the mine shown actually represent a "mine field" of some given area?
  13. Is this type of objective "hardcoded" into CMx2 and a scenario designer simply inserts it where they want it? Or does the scenario designer actually define the criteria for touching? Seems to me if it is hardcoded then the criteria could/should be clearly defined in the manual. The only thing I can find in the manual is: "Touch: player needs to reach the objective area to gain points, but does not have to remain in position there." Based on my experience and it seems the experience of others this does not always hold true.
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