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George MC

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Everything posted by George MC

  1. Don't attack along the obvious axis. If you take a look at the terrain and pay attention to the mission brief there are several other options that will give you a far greater chance of success. It's tough for the Soviets as in RL 5th Pz came out on top and Von Plato was given a Knights Cross for this action. This was probably 5th pz's last tactical victory as in the next week or so losses in men and armour very quickly mounted up.
  2. Terrain is key to this. You can win as the Russian player but you do need to a/ push hard and fast and not take the easy terrain options Interesting that in playtesting the results were a bit different. Also check the brief for the Russian/Soviet player your mission has several objectives and it's key to how you choose to play this. Off course the other option is just disregard the brief...
  3. You are missing my point... I think a fair few of the scenarios are built around 5th panzer. Why? Because there are very few unit histories that provide enough detail. Re your comment - most of the scenarios do have PzIVs as well as Stugs.
  4. Might be lot's of Panthers because 5th pz who are involved in a lot of these actions had a battalion of them - they were used a lot as fire brigade units in 5th Pzs operations. PzIVs do figure prominently in lot's of the scenarios. But be careful for what you wish for as they suck when you face off against the Soviet armour, especailly if you've been playing with lot's of Panthers in your command...
  5. I'm intrigued - what scenario are you guys playing? If you want to avoid spoilers just PM me I won't sleep till I know!
  6. They are large hessian bags full of sharp stuff and 'splody things Or a zone of ground covered by fire from multiple directions.
  7. There are several different thatched type buildings (you can cycle through the roof options in the 3D view in the editor). Easy enough to paint the wall of one white. Roofs can be re-skinned as well.
  8. There are thatched buildings in the editor at the moment - a wee bit of work on these and others and you can reskin the existing structures to be more Polish. In saying that I suspect more/different buildings may be on the cards in a next module when we get SS units - and the fighting shifts more into Poland. The first module really only covers Belarussia but folks 'pushed' the envelope for that time frame to cover some of the fighting on the Polish border.
  9. There must be an exit zone - that's what that wee green arrow means.
  10. You missed out the new animation for Soviet tank company commanders signalling to their sub units using flags, oh, and the new flares. Make night fighting just outstanding. Aye. Right.
  11. You have on screen clicking - just double click and the camera goes to where you want it to go.
  12. Here's me commanding an AT gun against the advancing 'Red Horde' TM Great idea BTW. I've got a photo of me with a big 'tasche taken during Movember that's going in the Soviet side
  13. It sounds like you need to create an AI Plan? See the link in my sig or check out this link: http://www.battlefront.com/community/showthread.php?t=110294
  14. Some of the scenarios have Soviet 'EXIT' victory conditions. So if the Soviets get stuff of the map (you won't really know how much they have on map to start with) then they get points for exiting, whilst you will lose out cos you don't 'kill' everything on the map (although it may seem you have done). Hope this makes sense?
  15. Out of interest you know how the AI plan process works? At the risk of teaching you to suck eggs when creating AI plans the unit will orientate to face the next order. The challenge when doing plans if you want the AI to pull back is there is no reverse order. So units Are ordered in the AI plan to pull back will turn around showing their backsides ready to carry out the next order. Now when designing you can mitigate the worse effects of this but tbh it's not an exact science. If the player pushes faster then they may catch the AI arse first. Btw all the scenarios were tested extensively prior to release. What you are seeing is a current limitation of the AI planning engine. I'd like to see it changed but got the moment it is a possible drawback albeit one the designer, when it's known can try to work around.
  16. This is the one we were using during scenario production. I think some of the stuff was modified later so this is not 100% accurate but will do as a stop gap until a more up to date one is produced. https://www.dropbox.com/sh/lhvg7hzuvgo5lkx/Jlvg8fcSYl Cheery! George
  17. Just in case anyone is wondering what this one is about a wee video clip:
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