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A Canadian Cat

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Everything posted by A Canadian Cat

  1. Either that or there would be such a blow up *every time* they posted information to the dev blog. I wonder which it would be
  2. LOL that was a whole lot more entertaining than trying to set these guys straight. Thanks for that.
  3. Yep +1 there Signed Mr. Lemming (we all have the same name because after all if you are just going to copy each other what do we need different names for)
  4. Nice - then go ahead break your record for most mods released in one day and then have a good time.
  5. Two of those Stuarts open up with all they have on my Squad that has been firing at the infantry. The incoming is pretty intense but no one is hit. Those flanking Stuarts are still too far away. Reposition the Shrek team to keep those Stuarts from getting into town. Now that the barrage is over Kraft's 3 squad moves forward again to try to hit that infantry heading their way.
  6. Kraft's 3 squad managed to avoid the artillery barrage. One of the newly spotted Stuarts is getting closer. Two Stuarts seem intent on flanking the town. My MG42s score a few more hits on the infantry out in the open. Repositioning continues, including both pulling back scouts and positioning squads to meet the attacking infantry.
  7. The Blitz has restarted its screen shoot of the week program: http://www.theblitz.org/message_boards/showthread.php?tid=64760 Lots of good screen shots here that could win over there.
  8. The Blitz has restarted its screen shoot of the week program: http://www.theblitz.org/message_boards/showthread.php?tid=64760 Lots of good screen shots here that could win over there.
  9. Slow down man. You released two mods already today and now you are close to releasing a third. Don't burn your self out in the first week.
  10. Bummer, I was hopeful after your earlier post. Can you make frequency choices for the different plans to compensate and end up with settings that are close to equal when there is a fire plan?
  11. It must be agree with @YankeeDog day today because +1 there. I used to miss the old hunt command too but really I don't find I need it any more. I use the new hunt command for the final leg of a move - just so the tank will stop moving when it has eyes on the target. So, in the example of the Panther trying to get eyes on the Shermans on the other side of the buildings I would have used quick (or fast) for most of that and Hunt for the last bit - just so the Panther would move such that it would stop once it saw a Sherman to shoot at and no further. I do sometimes find it frustrating that a vehicle stops early because it spots some other unit instead of the one I was hunting. But if you keep the hunt commands sort and at the end of your paths the downside of that happening is greatly reduced.
  12. All good advice and I feel much like @YankeeDog wrt how "my" suggestions have been received. I put my in quotes because nothing that only one person wants is ever going to get done so really one person does not own an idea. Some rebuffed directly some actually done eventually. The other thing we should all remember is to get a realistic idea on how long the process takes to get any new feature actually in our hands. Advocating for something since when CMFI was released is not a very long time. There has not been a major feature release point since CMFI came out. There was the CMBN 2.0 upgrade but that mostly brought the CMFI features to CMBN (small opportunity for new stuff there) and then the GL release but that was for a module so no real major features there either. In other words there has been no opportunity to release a largish new feature since CMFI came out. So, the pace is not super fast. And frankly that is normal for software development.
  13. Agreed. I often have a convoy with an awkward L shape to it due to restricted setup space.
  14. That is an important bit of information. It would seem like a good idea to have a fire support plan for each AI plan. That leads to a question: How good is the AI at making use of its artillery on targets of opportunity? What I am trying to figure out is this: if I have a force with a decent amount of artillery does it make sense to create multiple AI plans and forgo a fire support plan? Or would I be better off sticking with one plan but having a fire support plan that works with it.
  15. I believe it was in short supply. I am not sure if the current situation of no resupply at all is correct or not. I, too, would like to see some resupply available of that amo type.
  16. By that you mean safe secure routes between units and the front and the rear - I totally agree.
  17. OK here is my mind trick - don't do it all at once. If I start a big senario on the attack say for example. I break down the process into steps. Organize by force - get each company in one place get each platoon in the company organized a little. Etc etc. Spend some time looking at the terrain and your avenues of approach, look at how the defender will likely use the terrain. Spend some time thinking about your plan. Organize the units you need into the groups you need to execute your plan Issue orders. What that means is you can stop after each step. Save the game, exit the game turn off the computer, do something else. Then when you are ready come back. If you only spend half an hour at a time it will not seem so daunting. With a really large force you might save and come back multiple times even in step 1. In fact I find real value in stepping away while doing step 3. Yes, I know this can make the elapsed time long but hey you can either find away to do a good job of setup or stick to small scenarios. Good luck.
  18. Crap now you tell me. My guys opened the truck and started opening the packages and one went off and killed three guys. Now no one will go near the truck.
  19. +1 there. Thanks for all your efforts. The truck looks very good too.
  20. Exciting developments - I now know precisely were two prongs of the attack are coming from. Kraft's 3 squad I sent to meet the Western most advance just about ran into an artillery barrage. If I had sent them there one minute earlier they would have been right under that. More artillery shells land on - nobody. But it tells me which field the enemy are planning to enter. Not just because of the artillery but also the access points. First I get Kraft to back 3 squad away from the artillery. He will be ready when the enemy arrive. The squad that was hoping to attack a Stuart needs to be redeployed to face the infantry that are coming. I will move one of the Shrek teams to take their place and keep and eye on those Stuarts. This is where they will form up to defend against the enemy coming in via that farm. Through that tan field next to the orchard.
  21. Not much changed again. The AT gun and the nearby MG42s fired at the infantry. One new development was a previously unspotted Stuart tank appeared on the North front and proceeded to unload on one of the Shrek Teams. They are now pinned but unharmed. The thing that is strange is that the Stuart would have had to pass right in front of one of the key hole LOS locations the AT gun has. I will get the Shrek team to pull back a bit and wait for a target before crawling back. This is why the Stuart was able to get past the AT gun - the gun's LOS changed after setup. During setup you saw the two directions this gun had visibility. Now it does not. Notice the blocked colour starts right at the bocage line so the gun cannot see out of the field in that direction. I very specifically sited that gun so it could fire in that key hole. I hate it when that happens.
  22. I keep tell my men help is on the way to keep their morale up.
  23. Another quite turn. My men take very little fire. In fact the only fire happening is at nothing (that is one of the Stuarts way back there): Or breaking a wall. Here you can see that it does not get them much. I do see now that if they breach a second wall they can get further but they still have only one way out on to the North road at that farm. This is the view from 1 platoon Gelband's command post. I make one tweak this time. I am sending 1 Platoon 3 squad (Kraft) West to shoot at the flanking enemy. They will get into a place where they can send some rounds out and then pull back. I want my enemy to continue to shoot at nothing. So, I need him to think it is not nothing. I find it interesting that I have not had any artillery dropped on me this game. I hope that is a good sign.
  24. I should have posted this first off. Her is the break down of forces along with names. Platoon 1 Gelband 1 squad Horter Schumacher - scout team 2 squad schafer Reiser - scout team 3 squad Kraft Robbe - scout team 1 team Hornung 2 team Ober AT squad A (gun) Ruppertz AT squad B Schussel Platoon 2 Kraft 1 squad Haberfellner Hartenstein - B team 2 squad Zimmermann Schmidt - scout team 3 squad Penzel 1 team Dietzel 2 team Altner AT squad A (gun) Beerbauer AT squad B Jacob As you can see I broke off five scout teams initially. Beerbauer's AT gun team have the Stuart kill and Ruppertz's team have been firing at the number 2 Company in the open field. Note. I have no idea what the enemy companies are numbered I'm just calling them 1, 2 and 3 company.
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