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MarkEzra

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Everything posted by MarkEzra

  1. Javelins are by default included in AAV and trucks. The Marine Module manual goes into detail about the use of Marine Javelin Teams. You will note the very different AT team setup from the Army's. In the Road kill scen the Blue troops are Company HQ moving to the front (a chaotic, rapidly changing situation) so they are more sparsely equipped in AT...It's a tough little scen. As far as providing an equipment blueprint...well that's up to the designer. In the "Orchard Drive" scen I did that...it was REALLY necessary. But that is the only time I can recall doing so. Glad you gave Road Kill a shot...
  2. OK...you guys can argue out the "?" vs the "I know the name of each unit"...a worthy discussion to be sure... I don't know the how or why of the Intell...so I'll leave that up to people who actually know something...my best guess has the same odds as a $1 lotto ticket.
  3. May I suggest you pay close attention to the lay of he land. It's open, sure...but not flat. Use the contours to your advantage and keep those good old pin and flank tactics in mind. you have a lot of Good tanks against a few great tanks...similar to WW2 US vs Germans so you WILL take casualties but don't lose heart just keep pounding away...hopefully hull down.
  4. It dawns on me: Blues for Allah...it's not a bug for Blue to "see" Red. They have been given "Full Intell" for this scen. If that's what you are seeing it's no bug.
  5. Cool: Blues for Allah...another "DeadHead" fan, I hope! Please send me your password so I can take a look.
  6. Agreed. Since I'm a KNOWN "FanBoi" this may come as a surprise to some: Getting it accurate and keeping it fun requires player feedback and an Open minded Company. Fortunately CM:SF has both.
  7. It's been noted and being taken seriously. Thank You.
  8. A quick test of both Syrian SF and Airborne Infantry companies reveals that both come with FO's and 82mm Mortars. FO's remain the only unit that can call in an arty strike. Is it possible that Syrian forces under AI control very well may call in arty without an FO? I have not investigated it so if somebody has a save file that demonstrates it please do send it. It would be valuable for discussion purposes.
  9. Glad you liked it...There's a lot you can do with unarmed pixelman and I hope scen designers will incorporate their use in scen more often. My hope for Normandy is to have French resistance fighters used in the UnCon slot. I especially would like to see a female representation for the "Spy" as their inclusion (obviously historically accurate and entirely overlooked by Wargame publishers) can be used in multiple civilian rolls.
  10. Warning! This is a spoof. Serious Grogs, Serious Anybodies DO NOT DOWNLOAD. Now if you are ready for a fast-silly-fun Adventure style scen then Scoop's your man! Here's how to play Here's where to find Scoop: www.CMMODS.com
  11. An aspect of PBEM with large map scen like Bad Moon Rising is the first real files (setup and move orders, ect) are very large. There can be drags and frame rate loss. But once past those PBEM play seems to play normally. I play PBEM a lot...Playing Bad Moon at this moment. Please do let me know if trouble persist as you get into the scen. Re: Larger PBEM files. I found my normal email couldn't handle the file size. G-mail helped but still had some problems. I dl'd the free version of "sendthisfile" and have had zero trouble since. I recommend it to all PBEM'rs...Free, easy, works 100%
  12. You get full credit. I appreciated the fact you were able to consider a different take on what was happening and expand on it. Because of that the cause and effect was illuminated. It's not who's right but what's right...
  13. I have been able to duplicate the problem as: 1. Sqd order to fire 2. Sqd split into 3 teams 3. C team order to move into truck 4. Fire order(s) canceled (but C team in truck shows no fire order) 5. All teams are given move order 6. As C team merges with other teams a fire command is displayed and fire commences. Before we call this a bug we may wish to consider the possibility of a "pin, flank, kill feature"... One way or another BFC has been notified
  14. It sounds very plausible...I'll do some testing
  15. As this discussion evolves, here's what I'm thinking 1. No mole people bug...you've got an RPG team dead 2. Sound effects...non starter for proving anything one way or another 3. During playback the first and second teams don't exhibit any target order. When the third team connects up a target order appears. without actual evidence that no target order was given (and of course I believe what you say...just talking the need for empirical deduction here) it'll be hard demonstrate this is a bug. But I'm gonna post it, see what the other beta's views are...and of course, alert BFC. If you have an earlier save file do please send it. I will test the scen (hopefully get the same Red AI plan quickly there are 5 different AI settings around this particular location!) and see if I can duplicate.
  16. No mole man bug that I can see. Here's what I think happened: 1st pic shows the two red patches indicating the RPG team Casualties The 2nd pic clearly shows the Marines have a target order to fire at that spot. The sound effect Aaagh! is not related to this group but to the fighting in nearby buildings. When I continued to play the scen...without changing any orders for the marines...they continued to use their weapons on that poor patch of earth. When I release the target command they stopped.
  17. I have looked at the pics and have dl'd the save file.
  18. Play blue and read the designer notes (Briefing page 2)
  19. legend42: I just finished 14 QB Maps...several with trees (representing the cooler, western coastal region of Syria). Scen USMC Blues for Allah has trees, as does USMC A Day at a Time. They all play well on my machine. Having done several earlier scen and many forest maps I can say I have had no complaints about tree causing lags since 1.07
  20. No it does not. The scen was designed as a movie set. The map is used (with some alteration) as one of the QB maps included in the module. I hadn't given any thought of turning it into a scen...no reason why I couldn't...so maybe I should... You saw the Movie! Now Play the game!
  21. It worked during play testing with and without AI arty placement orders. From a scen design POV: Use several red FO's (excellent) FO's need a secure position with good LOS...If an FO is pinned he may not call the arty. Scen need lots of time...55 min should be enough..The Syrians need target acquisition time as well as fire order time 7-10 min! The map should be designed to allow distance so arty does not fall near friendly units (most likely the reason an FO won't call in arty) Make sure they have a couple of arty assets When using planned arty strike (AI editor) remember that the AI will open up the game with those areas. So you might consider using FO as reinforcement if you don't want those target ares used immediately. Those FO's should be able to see he target areas
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