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Hapless

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Hapless last won the day on March 27

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  1. Doesn't look as though you can select Technicals, Transports or VBIEDs in the QB force selector as Uncons. You can choose them in the Scenario Editor, where Combatants and Fighters are separated as different "branches" (they're all mashed into one big group in the QB Selector). No idea if that, or that Uncons can only be picked as "Infantry Only" has anything to do with it. I've got all the modules.
  2. Was going to mention the use of modded icons in the force composition diagram, but I was beaten to it by the man himself! Having being momentarily baffled by unfamiliar little icons on the briefing screen, I was going to suggest either using the vanilla ones as a kind of lowest common denominator or that Bil suggests a mod to play with. Which he has just done. That's a very minor quibble though, based on personal taste. That diagram is actually a very helpful touch, especially when you're a Quick Battler like me and you hate having to work out what units you've got to play with at the start of a battle. I'm looking forwards to giving the scenario a go! My only question mark over the overall concept is whether the key terrain selected as the hidden objective is going to be consistently relevant as different players bring different plans to the table. This is probably not a big deal because the game is so short and the map is so small but I thought I'd throw it out there anyway.
  3. Hapless

    Gauging Combat Mission Interest

    My location of traffic map from Youtube looks pretty similar this year (might need a magnifying glass for those numbers, sorry!): US dominates, followed at distance by the UK, then a mix of the English speaking world and Western/Northern Europe.
  4. Hapless

    New Schmuck in need of advice

    Ha! I was wondering how long it would take those 60 seconds to pop up as an example of how not to do things. My own fault entirely for not covering the basics- one scout team out on that flank and I would have heard it coming and not been caught with my pants down. But that's combat mission: make mistakes, get punished. The trick is learning from it. You can be damn sure that's never gonna happen to me again.
  5. Hapless

    IED's PLEASE EXPLAIN

    Select the IED, then draw a target command: Target the ground nearby to activate it and the triggerman will try and detonate it whenever something gets close enough. Target a specific enemy unit and the triggerman will try and detonate it when that unit gets close. Bear in mind that if the triggerman is a potato, can't see, is suppressed, dead or generally unable to push the button, nothing will happen. There are also Blufor electronic countermeasures to bear in mind: the British Warriors in Breaking the Bank definitely have little ECM sets on them that may- or may not- prevent IEDs from being detonated. This is a quick, dirty video explanation which I would embed if I could remember how: https://www.youtube.com/watch?v=pXwfJbSag1g&feature=youtu.be Note that the triggerman is a green and -1 leadership potato.
  6. Hapless

    Armor fire mission

    I remember using armour missions in CMSF 1 for building busting. Don't know if its a bug, but in the demo the 60mm mortars in Day at the Beach have General, Personnel and Armour settings. I mean, it might not be a bug- and a rain of 60mm airbursting bombs is both cool and useful- but it seems a bit optimistic as an anti-armour weapon...
  7. Hapless

    Lackluster documentation

    If you really want to know what your units can see from what position and how fast they're likely to spot, just open the map up in the editor, recreate the exact circumstances, save as a scenario and then play it through a few times. You don't have to redo the entire force, just the relevant units. Then you can test it to death. Sure it takes a couple of minutes each time, but you get solid usable results and after doing this a few times you'll start getting your head around it. Depends a lot on how much you want to win But it makes a lot of sense to "wargame" through all your plans this way before the game kicks off anyway to get sort out time-distance questions and, obviously, how effective units are at spotting each other from different positions. The alternative is to rely wholly on experience... and experience is a harsh teacher because she gives the test first and the lesson afterwards.
  8. Hapless

    AFV Show & Tell

    On the Firefly, the turret bustle wasn't specifically a counterweight, it was to do with moving the radios somewhere where they wouldn't get crushed by the 17pdr's recoil. Behold! From the mouth of Sir David Fletcher himself:
  9. Cheers guys, was wondering if anyone else had had it happen to them. Bit underhand of my opponent to deploy jellyfish fields across the map but all is fair in love and war, right?
  10. Has anyone had their pixeltruppen getting stuck in a planning loop? This happened in a PBEM: As much as I'd like the pixeltruppen to think more, I'm pretty sure they shouldn't be standing still like that. There's a few others in the same turn who stopped what they were doing and started scratching their heads, but this is the most obvious. The turn is here: https://www.dropbox.com/s/16uh5d1gmxjayqs/Hapless Attack 089.ema?dl=0
  11. There's an assumption here that the pixeltruppen actually realise they're being shot at and aren't wandering around asking each other what all the funny noises are. Then if they do, there's a decision to be made about whether they're taking effective fire they need to react to, or whether its ineffective and they should just carry on. If its an ambush, how long is it going to take them to get over the shock and react? It is a surprise, after all. Just to throw extra variables into the mix
  12. Hapless

    Modules and PBEM

    I only stumbled on this a few months ago, but if you're playing someone with different modules and you're worried about what's compatible and what's not (ie. IIRC US armoured trucks are part of the British Forces module, not stock Shock Force), then you can check what units come from which module by pressing spacebar in the Quick Battle force selection menu:
  13. Hapless

    IED Mechanics?

    Thanks for answering guys! Looking forward to testing them out against a human player...
  14. I've been wondering how something command activated like an IED fits into playing WeGo and thought: "Why not just ask?" I'm guessing that most if not all of the mechanics will be the same as in CMSF1, but I can't remember them and I'm sure other people would like to know... so: Does the TacAI trigger the IED when it thinks the time is right or is it somehow controllable by the player? Are there ways (eg. target commands or target arcs) to use IEDs to target specific units/vehicles or differentiate between infantry and vehicle targets? Is it possible to use IEDs to booby trap buildings? How much do the different types of IED differ? For example: are cell and radio IEDs cheaper than wire detonated IEDs but less reliable because of NATO ECM? If something like ECM is interfering with an IED detonation command, will there be any feedback for the player? (Because while it might realistic that players get very confused when they press a button and nothing blows up, they probably need some way of knowing that its not a bug). Are VBIEDs driver activated, or activated remotely? If activated remotely, would it be possible to detonate a VBIED even if the driver is dead? And on the flipside, can VBIEDs be disarmed by engineers? Does each IED have a separate triggerman? Can one IED be detonated by multiple triggermen and can multiple triggermen detonate the same IED?
  15. Hapless

    CMSF 2 – US-SYRIA BETA AAR

    Well, definitely nice to see the Abrams has some competition! Despite the fact that the Challenger almost certainly fired APFSDS, I'm quietly wondering what happens when you hit something like an Abrams with HESH (composite armour says "not much", but still curious). CMSF2 is looking plenty appealing based on Blue-on-Blue alone!
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