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Crushingleeek

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Everything posted by Crushingleeek

  1. thanks guys, for the accounts im too lazy to test. Works out well, since the division i'm enamored with currently (29th) was often greener the grinch. actually im going to try it now.
  2. nonetheless a great resource. posted by your outbidder? ebay outbidders are a pain in the @$$
  3. Which is true: lower experience or higher experience firing more? Any insight would be helpful. Limited time outside of RL appreciates your help in identifying the truth!
  4. Not bad! 1st and 2nd battalion casualties (KIA and wounded) numbered around 1000 men for the 116th "Stonewallers." Highlight the following text BELOW with your mouse cursor (click and drag downward here) for potential spoilers/hints! Make sure to use the sea wall as temporary cover!
  5. i think that's taken into account at iron level
  6. Thanks Slim! excellent. That's about right. A Co. had virtually no combat-effective soldiers after the first few minutes of invasion. There was an 88 gun situated right on the mouth of the draw raining hell on anyone and everyone, so Shermans had a tough time supporting their dying brethren, not to mention the mine-infested beach which made maneuver a horrible thing to do. Head for the seawall. It reduces (not eliminate) enemy fire. Then think about whether you want to stay there or advance!!!
  7. maybe you can start your signature with that last statement
  8. you make a good point, I often forget about the TRP (but I did remember in "Blue and Gray" campaign), especially since points are not an issue in single player scenarios/campaigns, but the ungrateful/complaint comment makes me want to argue with you a little bit... I have nothing to counter with at this moment. see me in the rebirth of peng you SoB
  9. thanks. will they break immediately? I'm looking for sustained shooting, for longer periods, perhaps more suppression, and less immediate casualties. I'm probably getting ahead of myself (and what ppl are interested in), but I'm starting to think beyond 4 hr battles.
  10. Thanks. My concern is that in a green vs green battle, by turn 3, will all units on the map be broken, then command becomes a little frustrating. (ungrateful as we are to have the omniscient perspective)
  11. 1) turn 1 doesn't satisfy my craving. (Neither does a 4hour maximum time limit anymore) 2) You sound like you are talking about a H2H scenario. I want to make campaigns, which are single player.
  12. Rather, how its not really possible to do much in CMBN
  13. See my rant about artillery strikes behind enemy lines awhile back;)
  14. those airborne are scattered to all hell. Any of you named "Ryan?"
  15. i think that might set up more pissed off ppl than it creates happy ppl. At the same time, on a sort of related note, someone brought up that statistic of 100,000 bullets fired for each casualty of WWII. If that's true, the firing to casualty rate of the average engagement in CMBN is WAAAY too low. How do we begin to simulate a higher firing:casualty rate? The only thing I can think of is engaging at longer ranges (for infantry).
  16. don't think of light green as "damage." The speed of your tank indicates damage. Think of it as a dice-rolling modifier.
  17. now, now. let's not make this another why we stopped playing.
  18. I note that I win. I have the single, biggest difference-making adjustment that will make CM anything the hands-down grand-daddy simulator of them all. Imagine playing another "human" opponent without the wait times of PBEM.
  19. tell me how it goes! I hope Villiers-Fossard will be ready by June 29. I really like this one
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