Jump to content

George MC

  • Content Count

  • Joined

  • Days Won


George MC last won the day on September 11

George MC had the most liked content!


About George MC

  • Rank
    Senior Member

Contact Methods

  • Website URL

Profile Information

  • Gender
    Not Telling
  • Location:
    Scottish Highlands


  • Location
    Scottish Highlands
  • Interests
    Rock and ice climbing, mountaineering, mountain biking.
  • Occupation
    Mountaineering Instructor and Guide

Recent Profile Visitors

3,891 profile views
  1. Interesting discussion. I've played around a fair bit with 'EXIT' options. However, I've found as soon as you allocate 'destroy' unit objectives where their side has an 'EXIT' objective it means any units that don't exit of the map will count as 'destroyed' at the end. Now you can allocate a bonus the affected to off-set this but it can make scoring problematic. Using 'spot' unit objectives avoids this and you can account for stuff going 'boom' using the parameters e.g. enemy casualties 30% etc (though they are binary i.e. its all or nothing to get the points). I've found using 'EXIT
  2. I’ll let you off Yup it’s abstracted. My recollection is it was discussed in the early days but most likely not implemented die to various issues.
  3. I have a vague memory (don't quote me!) that the crew of the AFV will always have the appropriate round loaded and ready to fire (except smoke) i..e if they turn a corner and its a tank they'll fire AP, if infantry HE. So you could argue 9assming my recall is accurate) that the crew always make the best choice what to have loaded! As I said smoke not being a default option though - least I've never noticed a AFV fire smoke rounds when making contact with enemy unless told to do so by the player.
  4. Not tried it in a QB, bus as said used it in a few scenarios (not saying which ones...). As an aside I've also started using (in some case) a victory objective around the area where the mines are (can be marked as 'known to player' or 'unknown') as either gives the player fair warning there are mines, and b/ as you can't count mines and other obstacles as victory conditions at least I can have the area they are in count.
  5. Not anti-tank. Wire. you can’t blow AT obstacles with engineers in CM but you can blow wire. Two ways of getting through wire. Blow by engineers or run over with vehicle. Whilst physical damage might be light it also introduces uncertainty about not the players mind. Might be wary next time in blowing wire.
  6. Thank you @MOS:96B2P appreciate the kind comment re @Vacilllator’s opening post. Assume you mean the AI plans i.e. strategic AI and how the AI controlled side coordinates it’s efforts? The tacAI i.e. how individual AI sub units react like vehicles and men is the same across the game engine. How the strat AI works in CMRT game engine wise is the same as in it’s the CMBN except older scenarios may not use additions to the AI plan process that became available to designers latterly - triggers, area fire etc. Then it’s how the designer uses the tools in the actual mission
  7. I've booby trapped obstacles (barbed wire) with AT mines in scenarios. Engineers come along - try to blow the wire and whole thing goes 'boom'! Sometimes it takes out a few engineers, not often though, nor will it reliably take out all the mines.
  8. Aye I enjoy the logitics side as well - one reason I enjoy large scenarios. You have to factor in way more 'higher' level stuff. I've not long finished up a PBEM and the greatest challenge - as well as my opponent throwing a spanner in at what felt like every turn, was co-ordinating a large force to force a crossing over several defended crossing sites. With the key the one I could cross (that was not under as much fire as the others) was a muddy ford... I'd Tigers also but did not dare risk em crossing the mud, so they had to wait till i managed to seize a heavy bridge so they could cross. M
  9. Yes you can plot points from kilometers away to check if you can cross. Think of it as route reconnaissance. You can also do the same with water features, all terrain really, to check if it is navigable by your herd of Elefants or packs of Panthers (hhmm...do Panthers hunt in packs, I don't think so...?).
  10. IIRC you'll receive feedback in-game when you try to plot a move over it. Anything wide and stony should be OK for your large stuff. Wooden less so. IIRC lighter tanks like T-34s/PzIVs and panthers are Ok on wood. Tigers upwards in weight less so.
  11. The numbers are the number of meters in length the bridge is. R = rail (but just to confuse when you come to wooden ones the R does not mean that). F = footbridge W = wide FYI Panzer IVs will cross any bridge but once you get into larger tanks you'll have issues. From memory the wee narrow stone bridges (Stone 16 etc) are problematic for wide heavy tanks are as the light bridges. I often mark the bridges in missions as to what they can take.
  • Create New...