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MarkEzra

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Posts posted by MarkEzra

  1. Well if that's a bug I say KEEP IT...

    The editor is for scen design. If I want to put three sqds in a building for some reason (good or just harebrained) then you should not be forced by some artificial occupancy count...After all there are NO Fire Marshals in the game. The AI will never choose to cram it's units into a single building. You can check this out easily by setting a City QB, calling Ceasefire and check the AI setup.

    If the AI screws up that's a bug. When a designer screws up that's called creativity... ;)

  2. Originally posted by Cpl Steiner:

    Well today I played "Hammertime" and a recon humvee spotted a BMP on the other side of the map before any other unit. I then reversed the humvee out of site and sneaked a Javelin team there, which subsequently knocked out the BMP. I think the point is, they are for spotting units that are a long way away, not for close up action.

    That sounds like their proper use.
  3. Originally posted by MikeyD:

    I've got a cool night shot of an IED going off under a Stryker. I used it for an intro picture to a scenario I'm working on - unfortunately the scenario gameplay sucks currently, so you may not be seeing that screenshot for awhile :rolleyes:

    Come On! We just wanna see the pic...PLEASE!! smile.gif
  4. Revised Edition: Stryker Company Fox fights it's way into Damascus

    BEST PLAYED as BLUE or as Two player Hot Seat, PBEM or TCP/IP. RT or WEGO OK

    I have heavily altered AI Red Defender setup zones to Better use Buildings (especially tall)

    The Red AI has 5 Plans (AI Blue has one general plan but it is NOT recommended to play Human Red vs AI Blue)

    The player has been given a very difficult task but plenty of time to execute. You'll need to clear this portion of a City crowded with non-combatants! As always, preservation of your force is critical to your success.

    BCBOPWrk2a.jpg

    The combination of the map and Red AI variations will keep you on your toes! The Freeway Exit seems like the best way in. You can use your speed to surprise and overwhelm the enemy. Or maybe there's some other way?

    OK times a wastin'. Get a plan, any plan, but get your people moving!"

    BCBTacMap.jpg

    Get the New and Improved Big City Blues at www.CMMODS.com

  5. Originally posted by Bahger:

    Here is my latest AAR...not that I'm boasting or anything. Bear in mind it's my fifth try, on Veteran, RT.

    They key seems to be suppression. You have to bring all the pain the Bradleys can inflict on Red dug-in defenses while pounding the crap out of them with heavy anti-personnel mortar fire. Move forward cautiously but with an eye on the clock and pop smoke and reverse as soon as RPGs are spotted by individual units. Do not go mano-a-mano with RPGs once spotted but note the location of the AT weapon and suppress it before moving forward and getting ready to target any unit that survives. I've lost up to three vehicles in this scenario by assuming that a Bradley can outgun (or at least out-react) a dug-in soldier with an RPG. I'd love to know if it's "gamey" or real-world (Mark?) but the only way I can gain a Total Victory as Blue and remain within the 20% casualty rate is not to set target arcs but to use "Area Target" and arty to suppress the crap out of all trench occupants and then have the reinforcements move through in cautious bounds.

    That's using the tools at hand! You as CO have a job to do. If you are the kind of CO I'd fight for you'll get that job done with an eye on force preservation....and the scen penalizes those who don't.

    Now I have a question:

    Has anyone noticed that the tactical map becomes the setup position when you start the scen? If so was that enjoyable? Movielike? Totally so what?

  6. That is true and I hadn't thought of that. However if one does not want multiple launchers than what I have shown works fine. Please keep in mind that the AT specialist fix was the launcher plus missile. Otherwise the game assigned the Javelins willy nilly. If you really want that last Missile...give it to another team...or expend the ordinance and then get it. In the end the simple fact is that you can collect more missiles without having to grab another launcher.

  7. Actually you are wrong. If your inf has already gotten a the launcher they just need to grab more missiles. They can do that by getting them from their original vehicle (now without a launcher) or any other vehicle (assume they have launcher to illustrate): All you do is click acquire, and click on the missiles. No need to click on launcher first if you already have one.

  8. Originally posted by Adam1:

    I get that kind of thing all the time. Don't use QBs, they're a headache.

    When you want Syrian Infantry you need to ask for infantry. It's pretty clear cut. If you think about it, with CMx1 you had choice limitations by virtue of selecting Combined/All Armor/Inf Heavy. CM:SF Unit selection is essentially the same nomenclature but with out points or cost.

    Before THE argument starts in earnest...YES I would like to choose my own troops, too.

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