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George MC

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  1. Like
    George MC reacted to PEB14 in PBEM Player Guidelines   
    My post below refers to WW2 games only (I don't play modern titles).
    Well, I understand the interest to add house rules for balance and fair play, but as far as realism is concerned, I really feel most are pointless in a CM game context...
    I mean, however realistic CM is, it still lacks some very basic mechanisms or components which would make all those "realistic house rules" necessary or even relevant.
    The C2 chain by example : you lack field phones, which remained an important C2 component until the end of the war. Radios are always OK, while they were particularly unreliable (I don't think I've ever read a WW2 book not mentioning radio troubles). And CM misses one of the most important C2 component during WW2: the runner!
    Considering all these missing components, why put a house  rule forbidding to area fire on a position where the player knows there is an enemy? In RL, the firing tank or squad would get the information, because some runner from a nearby squad would relay it, especially to a tank! In CM I shall move an entire team to reliably convey the information to a nearby tank, while only ONE runner would do the job. I personally don't and just shoot. Is it THAT unrealistic? I don't think so.
    Regarding armor fighting in closed terrain (basically: all CMFI and CMBN scenarios), CM definitively lacks the one-man scout: the tank leader getting out of his tank to scout on the ridge or at the street's edge; the tank leader or foot soldier, hidden 10-50 meters in front of the tank, who directs its fire, hidden behind the crest, on a soft target that the gunner barely sees (or doesn't see).
    And so on, so forth.
    In conclusion, I generally only one house rule: no artillery fire on round 1, except for the attacker on a set-up position. And I've started to apply another one: surviving AFV crews shall move only towards the closest cover, and thereafter only towards the friendly edge. No more suicide tank scout-crews! 😎
  2. Like
    George MC reacted to Centurian52 in PBEM Player Guidelines   
    You may insist on that rule for your own opponents. I, and I expect many others, will never abide by it. 
  3. Like
    George MC reacted to Centurian52 in PBEM Player Guidelines   
    So I think the obvious conclusion at this point is that the rules are whatever you and your opponent agree to beforehand. I don't think it's possible, or even desirable, to have universal community-wide rules for H2H play.
  4. Like
    George MC reacted to S-Tank in Combat photography: Photos from the front..   
    Mit Karacho!






  5. Upvote
    George MC reacted to Halmbarte in PBEM Player Guidelines   
    Ehhh, area fire at obvious superb places to put infantry is ok in my book. 
    If you put an FO in that church tower that provides great observation to the entire match, don't get upset when I blast the snot out of it as soon as I have a LOS. 
    H
  6. Upvote
    George MC got a reaction from Artkin in How To Enjoy Hassle Free Convoying in CM   
    Cool! Every day is a school day  Yup modern wheeled vehicles. As I said I hadn’t tested them - as context of my very limited ‘test’ was WWII tanks on a snow covered dirt road. 
    I take the point re speed on corners for wheeled vehicles. I don’t play CMPE and defo don’t really played wheeled vehicles. So I’ll put my hands up here. 
    Just to recap the video was for novices to give them a simple way to create a convoy that did not jam up or at least reduced the possibility. I fully appreciate experienced players  will fully leverage advantages such as speed on various road types in the game accepting additional complexity. 

     
     
  7. Like
    George MC got a reaction from Vacillator in How To Enjoy Hassle Free Convoying in CM   
    For 90 degree bends agreed. For curving corners makes no odds - the TacAI adjusts speed accordingly. If moving a lot of units in a convoy doing this will take forever. My approach enables the player to moves lots of stuff with min. effort. Its also simple (like me!) so IMO works well for thsoe new to CM.
    There are LOTS of ways to achieve the desired endstate of a traffic jam free convoy. Usually for a convoy I'm less concerned re speed and more the unit makes it to where I want em to be without creating a clusterfcuk down the road... At heart I'm a lazy bugger
    As I tend to play larger actions I tend to less micromanaging and tend to go with stuff that reduces the overall work load and achieves the desired effect.
    The great thing is the game accommodates lots of different styles and every player evolves their own style to managing the admin associated with making stuff move and fight from point A to point B.
     
  8. Like
    George MC got a reaction from Jambo in How To Enjoy Hassle Free Convoying in CM   
    How To Enjoy Hassle Free Convoying in CM. 
    https://youtu.be/3Lz97ZDXSWs
    The video uses Red Thunder but techniques shown apply equally to all the CM games. 
  9. Upvote
    George MC got a reaction from ALBY in How To Enjoy Hassle Free Convoying in CM   
    How To Enjoy Hassle Free Convoying in CM. 
    https://youtu.be/3Lz97ZDXSWs
    The video uses Red Thunder but techniques shown apply equally to all the CM games. 
  10. Like
    George MC got a reaction from Ultradave in Some other huge graphics mod ? With the most beautiful graphics?   
    Nope. 
     
    Not an all in one. You can check stuff out at https://www.thefewgoodmen.com/cm-mod-warehouse/ and see what you prefer though @37mmdid a grand job of curating an all in one that ticks a lot of boxes off the bat. 
  11. Upvote
    George MC reacted to MarkEzra in FIX THE BOGGING ALREADY!   
    Cannot duplicate the results you seem to have had.
  12. Like
    George MC reacted to Erwin in How To Enjoy Hassle Free Convoying in CM   
    Traffic management for speed on a large map becomes important when playing H2H - esp MEETING ENGAGEMENTS when you want to get to a location as fast as possible - and therefore you don't want vehicles to slow down at bends in the road.  In those situations am often traveling FAST and using 2 waypoints at every bend that is 60 degrees or more.  (Yes, it is a PITA and a clickfest - as is trying to give new covered arcs to tanks at every waypoint.  It was easier in CM1 cos CM1 had a "one-click 180 degree arc" feature.)
  13. Like
    George MC reacted to chuckdyke in How To Enjoy Hassle Free Convoying in CM   
    It is actually keeping waypoints to a minimum by knowing when the convoy stays on the road and when it doesn't. Attack on Son Battle for Normandy if you play Germans the first bridge is horrible and I found my carefully plotted waypoints changing position in the following turns. 
  14. Thanks
    George MC reacted to Erwin in How To Enjoy Hassle Free Convoying in CM   
    Agreed... that video is hopefully useful for newbies.  Thanx George...
  15. Like
    George MC got a reaction from Dr.Fusselpulli in How To Enjoy Hassle Free Convoying in CM   
    For sure. There are many ways to skin a cat! The vid is aimed at those new to CM so I went for simple - as the method I tend to use is less prone to clusterfukcs  plus keeps the video short! 
     
  16. Thanks
    George MC got a reaction from ALBY in How To Enjoy Hassle Free Convoying in CM   
    For 90 degree bends agreed. For curving corners makes no odds - the TacAI adjusts speed accordingly. If moving a lot of units in a convoy doing this will take forever. My approach enables the player to moves lots of stuff with min. effort. Its also simple (like me!) so IMO works well for thsoe new to CM.
    There are LOTS of ways to achieve the desired endstate of a traffic jam free convoy. Usually for a convoy I'm less concerned re speed and more the unit makes it to where I want em to be without creating a clusterfcuk down the road... At heart I'm a lazy bugger
    As I tend to play larger actions I tend to less micromanaging and tend to go with stuff that reduces the overall work load and achieves the desired effect.
    The great thing is the game accommodates lots of different styles and every player evolves their own style to managing the admin associated with making stuff move and fight from point A to point B.
     
  17. Like
    George MC reacted to Erwin in How To Enjoy Hassle Free Convoying in CM   
    Agreed.  Unless it is a gentle bend in the road, it helps to make two waypoints at every turn.  Three if moving FAST.
  18. Like
    George MC reacted to Artkin in How To Enjoy Hassle Free Convoying in CM   
    I never place waypoints directly on road corners, only before and after them. 
    IMO the units drive smoother around corners this way, and dont lose as much speed. 
  19. Upvote
    George MC reacted to Thewood1 in How To Enjoy Hassle Free Convoying in CM   
    Convoys and road marches have always been possible in CM.  My main issue is just the number of clicks and the significant care needed in plotting each individual unit.  The pauses really help in limiting bunch ups.
  20. Thanks
    George MC got a reaction from Aragorn2002 in How To Enjoy Hassle Free Convoying in CM   
    How To Enjoy Hassle Free Convoying in CM. 
    https://youtu.be/3Lz97ZDXSWs
    The video uses Red Thunder but techniques shown apply equally to all the CM games. 
  21. Upvote
    George MC got a reaction from sttp in How To Enjoy Hassle Free Convoying in CM   
    How To Enjoy Hassle Free Convoying in CM. 
    https://youtu.be/3Lz97ZDXSWs
    The video uses Red Thunder but techniques shown apply equally to all the CM games. 
  22. Upvote
    George MC reacted to Erwin in How To Enjoy Hassle Free Convoying in CM   
    As mentioned earlier, in addition to pauses one can also give each successive vehicle a different movement speed (until the initial waypoint).  That will enable a more subtle separation than the 5, 10, 15, 20, 30, 45 second pauses that are available.  Also, as roads can usually accommodate two vehicles side by side, you can stagger the vehicles along a road, one on each side of the road with maybe a 10 meter separation. This works well when one has a large number of vehicles on the road, not just the 4 in the video.
  23. Upvote
    George MC reacted to Vanir Ausf B in Why the fire control of the Soviet T64 was worse than that of the Tiger tank (WWII model)?   
    I think that is correct for the commander's sight. The gunner's daylight sight on the T-64B is the 1g42. It's magnification and field of view are variable from 3.9x/20° to 9x/8.5°. By comparison the TZF 9 gunner's sight on the Tiger is 2.5x/25° and 5x/14°, so the T-64 has stronger magnification at the cost of a narrower field of view. Which of these would be better at spotting a machine gun team 450 meters away is anyone's guess. If we were talking about nighttime spotting or first shot accuracy the T-64 should be much better but I don't know that there would be a dramatic difference in daytime spotting. I agree with other posters that the OPs test is worthless for demonstrating anything at all.
  24. Like
    George MC got a reaction from Quick173 in Just finished Heart of the Dying Sun scenario   
    Not that I’ve seen. Though I made this wee short film 
     
  25. Like
    George MC got a reaction from Quick173 in Just finished Heart of the Dying Sun scenario   
    Ah thank you! This is I think is one of these scenarios I enjoyed making the most. Getting the Soviet AI plan to provide soemthing that resembled a Soviet echeloned attack took some fettling. Though I think the scenario is harder for the Soviets than it was in real life!
    Yeah the noise of battle when i took this for its first tests was impressive! But artillery was a feature in this action and was remarked upon by all the eye witness accounts i referenced. Yeah the aircraft add another sound dimension and again were soemthing remarked upon by witnesses.
    The Soviets were really understrength at this point especially the armoured units - so you pretty much have the whole of 8th Guards Tank Corps on the map by the end. Sounds impressive but they'd not many tanks left by then. I only had the first infantry from 76th Guard Rifle div from the first few echelons mainly cos the game would have choked and I ran out of AI slots! I am pleased that the sense of being attacked by waves works though as again that's how it felt to the German defenders.
    In the actual action Fluegal's group ended up being pinned in the woods on the German right flank whilst Soviet infantry advanced past them. They ended up sitting doggo fending off some Soviet infantry close assaults till they could pull out during the night (this is covered in the Panzergruppe Flugel scenario - though the map used in that one is representative).
    Anyways thanks for taking this for spin its a large scenario but good to hear it delivers the experience I was after!
    Many thanks.
    Tioraidh!
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