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aka_tom_w

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  1. More thoughts to follow.... [ September 02, 2002, 08:42 PM: Message edited by: aka_tom_w ]
  2. Edit: My appologies to billcarey, perhaps I should have read his original post more carefully as I agree with all his three suggestions (Doh!) Even More intuitive How about this: Upper third of the screen rotates Middle THIRD of the screen translates (like the lower half now) Lower third of the screen rotates (like old CMBO) I like the translate camera move without the Shift key (but in CMBO I used the shift key ALL the time and thought that was good interface design with that modifier key) now in CMBB, but, I miss the ability to rotate on the lower half of the screen and there appears to be no modifier key to let me rotate instead of translate :confused: oh well GREAT DEMO looks GREAT! (Plays great too, e.g. infantry hitting the deck and getting pinned while under fire works REALLY well !) I played the Tutorial in the Demo and read the instructions to see if it was IDIOT PROOF enough. (I think it is almost completely idiot proof, anybody who knows how to read could figure out how to learn how to play this game with that Demo tutorial and the Instructions in that PDF, NICE WORK!) -tom w [ September 02, 2002, 08:50 PM: Message edited by: aka_tom_w ]
  3. OK I see My suggestion was for the Shift key to let the upper half translate instead of rotate and the Lower half ROTATE instead of Translate. Seems like a minor tweak to me but the shift key should do SOMETHING to the bottom have of the screen, why not let it rotate when modified by the shift key? ( given the change in camera movement that has taken place I thought it would be in intuitive to have the Shift key modify the movement so the lower have the screen would rotate instead of translate with the shift key down while the mouse moves to the edge? :confused: ) Just a thought -tom w
  4. Edit: My appologies to billcarey, perhaps I should have read his original post more carefully as I agree with all his three suggestions (Doh!) Old Post: How about something as simple as letting the Shift key modify the bottom part of the sreen so it does not shift side ways (this would be opposite the old way but a big improvement) So far as I can tell the shift key does nothing as a modifier in the camera movement system. Maybe a patch could add the shift key as a camera movement modifier so that the bottom half of the screen would be the way it was in CMBO when the shift key is depressed and the mouse moves to the bottom half to rotate the camera/map the way it use to. Has this suggestion been posted yet? (Sorry I just got back from being away for the long weekend). -tom w [ September 02, 2002, 08:44 PM: Message edited by: aka_tom_w ]
  5. OK then any further comments or experiences with 10.2? I thought Gyrene said that this did not work in 10.2 or did I not read his post correctly? (It was a little while ago.) thanks -tom w
  6. Great Post I agree completely. "Is is ethcical" No. No. No. No. & No. Do any of those actions, and you definitely reach and surpass the definition of Gamey Bastard in my book. #1: Commanders in the field didn't walk about saying "Well the field manual here says that our 20mm can kill him from the side, go for it lads." This is a matter for the Court of Gamey CMBO players, I would call it gamey for sure, is it is unethical? I would suggest it is unethical if your opponent was an unsuspectingplayer who was just playing for "fun" -tom w
  7. ROTFLMAO Now thats a Thing of Beauty! Whats so beautiful about that post it must be Damn close to the Real Truth! Watch and see.... For the record I will be away on the weekend and I hope all will be in order (after the soon to be famous Crash/Server Meltdown of Sept. 1 2002!) by Monday evening or Tuesday morning, when my turn to download comes around! -tom w
  8. I agree completely The BORG (or absolute) spotting is a big advantage for the attacker. The player in CMBO can co-ordinate an attack with more accuracy, co-oridination,order and fidelity than should be normally possible. The best way to play CMBO is to attack and defend with GREEN or less experienced troops, this gives a much more realistic feel to CMBO IMHO -tom w [ August 29, 2002, 06:19 PM: Message edited by: aka_tom_w ]
  9. Screw that..... I thought we were the CM Borg I were rather be a member of the BFC Borg Hive than any "cult". -tom w [ August 29, 2002, 10:37 AM: Message edited by: aka_tom_w ]
  10. Thats good news I would guess by this weekend BFC might even be able to tell which Mags to look in for those bonus CD's with the CMBB demo on them. I'm sure the BFC Megalomaniacical Marketing Machine is about to kick in High Gear very shortly ! -tom w [ August 28, 2002, 10:02 PM: Message edited by: aka_tom_w ]
  11. Thats good news I would guess by this weekend BFC might even be able to tell which Mags to look in for those bonus CD's with the CMBB demo on them. I'm sure the BFC Megalomaniacical Marketing Machine is about to kick in High Gear very shortly ! -tom w [ August 28, 2002, 10:02 PM: Message edited by: aka_tom_w ]
  12. This is what is says: " Tuesday, August 27, 2002 Combat Mission: Barbarossa to Berlin Publisher: Battlefront.com Developer: Big Time Software Genre: Strategy Release Date: TBA Combat Mission: Barbarossa to Berlin demo coming Battlefront.com will soon release a playable demo for its sequel to Combat Mission, its acclaimed 3D tactical wargame. Battlefront.com has announced that a playable demo for Combat Mission: Barbarossa to Berlin will be released on September 1. The demo will include two scenarios, as well as a tutorial. In Barbarossa to Berlin, players fight with historically accurate forces that fought on World War II's Eastern Front. The scenarios start with the German invasion of Russia in 1941 and end with the Soviet's storming of Berlin in 1945. The original Combat Mission, released in the middle of 2000, was praised as the first historical wargame to make good use of a 3D graphics engine, and the sequel aims to both improve both the graphics and add new layers of historical detail. Combat Mission: Barbarossa to Berlin is scheduled to start shipping on September 20. It is available for order from the Battlefront.com Web site. For more details, read our previous coverage of the game. By Sam Parker, ©GameSpotPC 2002 [postED: 08/22/02]" I don't think there is ANY indication of the nature of the 2 demo scenario's in that short article. -tom w [ August 27, 2002, 03:26 PM: Message edited by: aka_tom_w ]
  13. Sorry to post without the answer, BUT I hope someone else will make some suggestions I would really like to have a really well done Atlas of all of the action of WWII, in map form. Does anyone know of any books or collections or enclopedia's of WWII that are WELL laden with plenty of detailed maps? Any suggestions. -tom w
  14. here's a direct link (I think) http://WarfareHQ.com/Interviews/cmbb_vs_cmbo.htm -tom w
  15. do you have a link to that interview? do you mean this one? http://WarfareHQ.com/Interviews/cmbb_vs_cmbo.htm -tom w [ August 26, 2002, 12:04 PM: Message edited by: aka_tom_w ]
  16. GREAT That makes sense from a marketing point of view! Good Work CAN'T Wait!! -tom w
  17. Well if you want to know what it is like you can try Panzer Elite. It's NOT CMBO but it is sort of fun, if you really want to be forced to see everything view level 1 (that of your tank platoon TC) then try panzer Elite and good luck spotting those hidden AT (88 mm) guns 1 km out there that kill you (in a Sherm) without any warning what so ever ! Yes it is a WWII tank combat simulator BUT it does force you to view level ONE ONLY. Its hard but its good to know this is no other way to see the "big picture" PE will let you look at an overal "roadmap" like view 8 but really only a road map and nothing more, and will approximate (with tiny little tank symbols) the location of your tank platoon on the big road map. It is different from CMBO and it is sort of hard to get used. I would like to see an IronMan/Frankco's Rules set option that both players could select as an additional FOW setting. That Iron Man setting combined with Extreme FOW would make the game more like some folks here would want, BUT I bet it would not hold the same "appeal" or FUN level of game play as the current way it is now. (But it would be fun to try, I think it would be HARD and for SURE it would seperate the GOOD tactical players from the gamey videogamers in NO time!) oh well -tom w [ August 22, 2002, 09:03 PM: Message edited by: aka_tom_w ]
  18. this might help: http://www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=get_topic;f=1;t=025064 try this: Thermopylae Member Member # 3395 posted June 07, 2002 07:11 PM One Primer, Soon to be sent somewhere... My First Burning Sherman, a CM primer. Contents 1.The Really Basic Stuff 1.1 The CM Camera 1.2 Selecting Units & Issuing Orders 1.3 Movement Orders and Waypoints 1.4 Targeting Orders 1.5 The LOS tool 1.6 Hiding 1.7 Ambush 2. HQ Concepts 2.1 Command Radius and Platoon Leaders 2.2 Command Delay 2.3 Command Bonus 2.4 Higher HQs 3. Indirect Fire 3.1 Forward Observers and off map Arty 3.2 On Board Mortars Chapter 1: The Really Basic Stuff 1.1 The CM Camera First and foremost, CM involves a 3D battlefield. This often makes for an initially confusing experience, as you whip around a lot and tend to lose track of things, but is quickly overcome. Controlling the camera is relatively simple. Merely place the cursor at the top of the screen as if you were scrolling to go forward, bottom of the screen to reverse, and left or right to turn the camera that direction. Alternatively, the arrow keys may be used with the arrows all performing the same function as placing the mouse on that portion of the screen. ( Up goes forward, left turns left, etc.) Next, there are several different camera angles the player can work from, being numbered 1-8. You may switch to a view at any time by pressing the appropriate number. The first four views are complete 3D views, as follows: 1. Ground Level: The camera is kept skimming just off the ground, about the height of a soldier’s head. This is useful for plotting sneaky movements along depressions and watching replays, but easily becomes thoroughly confusing. I recommend staying away from it during the orders phase. 2. Not Quite Ground Level: To be honest, this is the least useful view in CM. It angles the camera downward, but remains fairly zoomed in, and as such you can’t see much beyond the immediate area. Makes for some cool screenshots though. (Which, by the way, can be taken w/ alt + print screen) 3. Local Command View: This is the equivalent of having the camera hovering in a church steeple above the ground. It is useful for judging elevation, lines of sight and so forth, and is essentially the view from which to micromanage. Usually this view can be used to command a platoon or two, or individual tanks, without any difficulty. 4. Command View: If you are ever confused by what the camera is doing, hit 4, center the cursor, and rotate until you see a friendly unit or particular landmark. This view lets you examine the entire battlefield in 3D, and is thus the most important one in the game. Views 5-8 are top down maps of various zoom levels. Not particularly useful compared to View 4, but they do have their moments. Note: Shift C can be used to increase the image size of your units, making finding them easier. Shift B toggles unit bases on or off, providing large squares of color to highlight units. 1.2 Selecting Units and Issuing Orders To select a unit, place he cursor over it and left click. You can then either ENTER to view the unit’s vital statistics, TAB to center the view behind the unit, or an orders hotkey to, well, give an order. To select a group of units, drag a box around them, or double click their HQ (see HQ concepts) To give orders to a unit, right click on it. For a group, right click one unit of the selected group. Upon your click, a list of orders will appear, as well as an orders line (a colored line with a white box at the end) what you do with this depends on the order. Either way, you move the orders line as you would the mouse cursor. 1.3 Movement Orders Once you have selected a unit to give orders to, as mentioned above, select a movement command (see list at end of this numeral). You will now have an orders line with a white box at the end of it. This white box represents where you will tell your unit to move upon left clicking, the orders line represents the path they’ll take. Often enough, however, you will not want your units to move in a straight line to a destination. To create waypoints in a movement path, drag the orders line to the designated waypoint and right click. You will now have locked that waypoint in, and will have a new orders line originating from that point. On the final leg, left click to seal the orders. Note: Group orders cannot be waypointed. They also just replicate an order for the entire formation. Thus, run 250m at 27 degrees to that building becomes run forward 250m at 27 degrees to all units in the group. Movement Orders (Infantry) Run: Men run forward without stopping until they reach their destination, are all killed, or more likely, become damn fed up with being shot. They will fire at targets of opportunity. Some units, like MGs, cannot run. Move: Men walk forward as per conditions of run. Less fatiguing. Sneak: Unit treads forward stealthily (less likely to be spotted, won’t commence fire while moving) and will stop and return fire if fired upon. Typically they’ll find cover as well. Crawl: Units crawl forward with a low tolerance for incoming fire. Best used behind walls/hedges. Will not fire while moving. Very stealthy, very slow. Withdraw: Unit runs away as fast as possible with no command delay. (See HQ concepts) can only be used towards friendly map edge, and risks severe morale penalties. Halt: Cancels all movement orders. Vehicles: Move: Universal walking pace. Fast: Vehicle zips at top speed towards destination. Hunt: Unit moves forward at a medium pace, and will stop to engage any vehicle sit spots. Reverse: Vehicle will move backwards to destination at a medium-fast speed. 1.4 Targeting Orders There are two basic targeting orders in the menu. The first is the simple TARGET command. Upon clicking this, an order line will appear for you to drag to either a target unit or terrain feature. If you highlight an enemy unit, a small data readout on your firepower and their exposure will be shown for infantry targets, or a hit chance/kill chance if you target a hard vehicle with a non-small arms weapons. Small arms versus vehicles only display the target name. Left clicking on this unit will make it the primary target of your selected unit. Note: If you do not have LOS to the target, (the orders line will turn orange up to the point of blockage and black thereafter), left clicking will just set it as a priority target for your unit, which will try to fire on it if it comes into view. The TARGET command, when used on a terrain feature, creates an area fire order. The unit under command will fire to try and suppress that patch of ground until the TAC AI decides it’s a really bad idea (i.e. enemies show up 10m on the left of the unit) or you cancel the order. This is NOT as effective as targeting individual units. The NEXT TARGET command rapidly cycles you through targets the unit can see and the TAC AI thinks worthy of shooting full of holes. Note that this sometimes means you won’t be able to target some units with NEXT TARGET. 1.5 The LOS tool. Essentially, the LOS tool functions exactly like a TARGET command, but clicking will not assign a target. 1.6 Hiding In order to generally remain unseen, the HIDE command is used. There is no order line. The unit merely hits the dirt and qualifies as hiding. Once a until is hiding, it will try to refrain from opening up until it has a good chance to kill enemies (or the unit “freaks out”, more likely with low experience troops), it starts receiving heavy fire, or it gets the bejesus beaten out of it and runs away (Usually accomplished with artillery). While hiding, troops are very difficult to spot, but suffer a minor spotting penalty themselves. To stop hiding, re-issue a hide command or give any regular order. To Hide at the end of a movement order, plot the movement order, and then issue a hide order. The unit will move to its destination and then hide. Note: Vehicles and HIDE are just a bad combination. 1.7 Ambush Markers Sometimes you’ll want to custom tailor an ambush beyond just hiding and hoping something wanders into range. To do this, select either an HQ or a crew served weapon (like a bazooka) and then select the AMBUSH command. This will generate a targeting order, which you can then drag to anything within ~400m. Upon left clicking, an ambush marker will be set at the end of the targeting line. In the case of HQs, this marker represents a pre-planned ambush, and other units under the HQ’s command (see HQ concepts) can target it to participate in the ambush. When an enemy unit crosses this point, the units that have targeted the marker will fire on the enemy. For crew served weapons, the marker merely serves as an ambush for that weapon, and other units may not target it. This would be the equivalent of telling a bazooka to fire when a tank shows up at that break in the hedgerow. 2 HQ Concepts 2.1 Command Radius and Platoon Leaders All infantry squads in the game are assigned to a particular platoon. Ever platoon has an attached HQ unit which is its commander. In addition to representing the actual command staff of the platoon, this unit represents its center of effort and cohesion. As such, all units must stay within a certain range of their HQ in order to be “In command.” This range is the command radius of the HQ. The radius increases with experience and particularly good leaders, and decreases in thick terrain or if the subject unit is out of LOS. Units that are in command have a red line leading from them to their command unit. Units that are out of command have a black line. A Platoon HQ shows all lines, red or black, to its organic squads. Note: Infantry squads cannot be commanded by platoon HQs from other platoons, but crew served weapons can be under anybody’s command. Units that are out of command suffer morale and fighting penalties, delayed reaction times to orders, and do not get the benefits of any command bonuses that HQ might have. 2.2 Command Delay For movement orders, your men do not react automatically. Every movement order has a time delay before it actually begins. More experienced troops, troops who aren’t being suppressed, and troops that are fully rested have better reaction times than their counterparts. The biggest factor, however, is whether or not the unit is in command. Units that are out of command seem to suffer an additional 66% time delay. This doesn’t mean much to the best of the best whose reactions are incredibly fast anyhow, but for regular troops that’s an additional 13 seconds at least. 2.3 Command Bonus Not only do HQ units allow those under their command to fight to the fullest extent of their abilities, but often they add bonuses to unit performance. Units must be in command to receive these bonuses. The 4 areas of command bonuses are: Combat: Adds to the firepower/accuracy of the firing units as if they were more experienced. Is represented by a lightning bolt in the unit bar. Morale: Troops have the morale equivalent of an additional level of experience for each level of this bonus. Heart in the unit bar. Stealth: Troops are generally stealthier and spot other units better. Question mark in the unit bar. Command: Command delay is changed as if the unit were one level of experience better for each level of this bonus. Also creates a larger command radius. Star in the unit bar. Each bonus may be either one level (represented by the symbols above) or two, (above symbols surrounded in a gold box) 2.4 Higher HQs Besides platoon HQs, there are also Company and Battalion HQs in CM. One of these HQs automatically assumes command of any infantry squads in command radius not in command, and all crew served weapons in its command radius. They will not, however, assume command of infantry squads under the command of their platoon leaders. 3. Indirect Fire 3.1 Forward Observers/Off board artillery Off board artillery in CM is abstracted through the forward observer unit. Each FO is a team of two men that represents one off board battery. An FO does not fight like a traditional infantry unit, rather when the TARGET command is used, creating a blue target line. An artillery strike is requested on the targeted location. In the unit information bar, you should see the time remaining until the artillery strike arrives. Allied times are usually better, and smaller caliber weapons are typically faster to respond as well. Once there is one minute left until the strike, the time will start counting down in seconds. Around halfway through a few spotting rounds will fall, and then when the timer hits zero the battery will start firing for effect, unleashing volleys of four shells at a time. It will keep firing until the battery runs out of ammo or you cancel the fire mission. It is possible for the FO to request artillery strikes outside of its LOS. Simply drag the target line out of LOS (it will turn orange and black, orange for what he can see, black for what he can’t) and select an area to target. However, these strikes take about twice as long to arrive, and are inaccurate in comparison to a spotted strike. Also, you may wish to shift a fire mission a minor distance to accommodate for enemy movement or targets of opportunity. To do so, select the TARGET command again, and drag it around the current targeted area. As long as this line remains green, you may re-set the target line for a minor time delay. If you place the new target outside the region in which this line is green, you will have requested a new fire mission, and will have to wait for the full battery reaction time. 3.2 On Board Mortars On Board mortars must have LOS to a target to fire on it, unless they are in the command radius of an HQ unit. If a mortar is in command, it may fire at anything the HQ unit can see, even if the mortar itself cannot. Most mortars on board also have a minimum and a maximum range they can fire. These will be indicated by an “OUT OF RANGE” readout above the point of the target lien when issuing a firing order.
  19. bump as this thread has the CMBO Primer in it -tom w
  20. http://www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=get_topic;f=1;t=025064 try this: Thermopylae Member Member # 3395 posted June 07, 2002 07:11 PM One Primer, Soon to be sent somewhere... My First Burning Sherman, a CM primer. Contents 1.The Really Basic Stuff 1.1 The CM Camera 1.2 Selecting Units & Issuing Orders 1.3 Movement Orders and Waypoints 1.4 Targeting Orders 1.5 The LOS tool 1.6 Hiding 1.7 Ambush 2. HQ Concepts 2.1 Command Radius and Platoon Leaders 2.2 Command Delay 2.3 Command Bonus 2.4 Higher HQs 3. Indirect Fire 3.1 Forward Observers and off map Arty 3.2 On Board Mortars Chapter 1: The Really Basic Stuff 1.1 The CM Camera First and foremost, CM involves a 3D battlefield. This often makes for an initially confusing experience, as you whip around a lot and tend to lose track of things, but is quickly overcome. Controlling the camera is relatively simple. Merely place the cursor at the top of the screen as if you were scrolling to go forward, bottom of the screen to reverse, and left or right to turn the camera that direction. Alternatively, the arrow keys may be used with the arrows all performing the same function as placing the mouse on that portion of the screen. ( Up goes forward, left turns left, etc.) Next, there are several different camera angles the player can work from, being numbered 1-8. You may switch to a view at any time by pressing the appropriate number. The first four views are complete 3D views, as follows: 1. Ground Level: The camera is kept skimming just off the ground, about the height of a soldier’s head. This is useful for plotting sneaky movements along depressions and watching replays, but easily becomes thoroughly confusing. I recommend staying away from it during the orders phase. 2. Not Quite Ground Level: To be honest, this is the least useful view in CM. It angles the camera downward, but remains fairly zoomed in, and as such you can’t see much beyond the immediate area. Makes for some cool screenshots though. (Which, by the way, can be taken w/ alt + print screen) 3. Local Command View: This is the equivalent of having the camera hovering in a church steeple above the ground. It is useful for judging elevation, lines of sight and so forth, and is essentially the view from which to micromanage. Usually this view can be used to command a platoon or two, or individual tanks, without any difficulty. 4. Command View: If you are ever confused by what the camera is doing, hit 4, center the cursor, and rotate until you see a friendly unit or particular landmark. This view lets you examine the entire battlefield in 3D, and is thus the most important one in the game. Views 5-8 are top down maps of various zoom levels. Not particularly useful compared to View 4, but they do have their moments. Note: Shift C can be used to increase the image size of your units, making finding them easier. Shift B toggles unit bases on or off, providing large squares of color to highlight units. 1.2 Selecting Units and Issuing Orders To select a unit, place he cursor over it and left click. You can then either ENTER to view the unit’s vital statistics, TAB to center the view behind the unit, or an orders hotkey to, well, give an order. To select a group of units, drag a box around them, or double click their HQ (see HQ concepts) To give orders to a unit, right click on it. For a group, right click one unit of the selected group. Upon your click, a list of orders will appear, as well as an orders line (a colored line with a white box at the end) what you do with this depends on the order. Either way, you move the orders line as you would the mouse cursor. 1.3 Movement Orders Once you have selected a unit to give orders to, as mentioned above, select a movement command (see list at end of this numeral). You will now have an orders line with a white box at the end of it. This white box represents where you will tell your unit to move upon left clicking, the orders line represents the path they’ll take. Often enough, however, you will not want your units to move in a straight line to a destination. To create waypoints in a movement path, drag the orders line to the designated waypoint and right click. You will now have locked that waypoint in, and will have a new orders line originating from that point. On the final leg, left click to seal the orders. Note: Group orders cannot be waypointed. They also just replicate an order for the entire formation. Thus, run 250m at 27 degrees to that building becomes run forward 250m at 27 degrees to all units in the group. Movement Orders (Infantry) Run: Men run forward without stopping until they reach their destination, are all killed, or more likely, become damn fed up with being shot. They will fire at targets of opportunity. Some units, like MGs, cannot run. Move: Men walk forward as per conditions of run. Less fatiguing. Sneak: Unit treads forward stealthily (less likely to be spotted, won’t commence fire while moving) and will stop and return fire if fired upon. Typically they’ll find cover as well. Crawl: Units crawl forward with a low tolerance for incoming fire. Best used behind walls/hedges. Will not fire while moving. Very stealthy, very slow. Withdraw: Unit runs away as fast as possible with no command delay. (See HQ concepts) can only be used towards friendly map edge, and risks severe morale penalties. Halt: Cancels all movement orders. Vehicles: Move: Universal walking pace. Fast: Vehicle zips at top speed towards destination. Hunt: Unit moves forward at a medium pace, and will stop to engage any vehicle sit spots. Reverse: Vehicle will move backwards to destination at a medium-fast speed. 1.4 Targeting Orders There are two basic targeting orders in the menu. The first is the simple TARGET command. Upon clicking this, an order line will appear for you to drag to either a target unit or terrain feature. If you highlight an enemy unit, a small data readout on your firepower and their exposure will be shown for infantry targets, or a hit chance/kill chance if you target a hard vehicle with a non-small arms weapons. Small arms versus vehicles only display the target name. Left clicking on this unit will make it the primary target of your selected unit. Note: If you do not have LOS to the target, (the orders line will turn orange up to the point of blockage and black thereafter), left clicking will just set it as a priority target for your unit, which will try to fire on it if it comes into view. The TARGET command, when used on a terrain feature, creates an area fire order. The unit under command will fire to try and suppress that patch of ground until the TAC AI decides it’s a really bad idea (i.e. enemies show up 10m on the left of the unit) or you cancel the order. This is NOT as effective as targeting individual units. The NEXT TARGET command rapidly cycles you through targets the unit can see and the TAC AI thinks worthy of shooting full of holes. Note that this sometimes means you won’t be able to target some units with NEXT TARGET. 1.5 The LOS tool. Essentially, the LOS tool functions exactly like a TARGET command, but clicking will not assign a target. 1.6 Hiding In order to generally remain unseen, the HIDE command is used. There is no order line. The unit merely hits the dirt and qualifies as hiding. Once a until is hiding, it will try to refrain from opening up until it has a good chance to kill enemies (or the unit “freaks out”, more likely with low experience troops), it starts receiving heavy fire, or it gets the bejesus beaten out of it and runs away (Usually accomplished with artillery). While hiding, troops are very difficult to spot, but suffer a minor spotting penalty themselves. To stop hiding, re-issue a hide command or give any regular order. To Hide at the end of a movement order, plot the movement order, and then issue a hide order. The unit will move to its destination and then hide. Note: Vehicles and HIDE are just a bad combination. 1.7 Ambush Markers Sometimes you’ll want to custom tailor an ambush beyond just hiding and hoping something wanders into range. To do this, select either an HQ or a crew served weapon (like a bazooka) and then select the AMBUSH command. This will generate a targeting order, which you can then drag to anything within ~400m. Upon left clicking, an ambush marker will be set at the end of the targeting line. In the case of HQs, this marker represents a pre-planned ambush, and other units under the HQ’s command (see HQ concepts) can target it to participate in the ambush. When an enemy unit crosses this point, the units that have targeted the marker will fire on the enemy. For crew served weapons, the marker merely serves as an ambush for that weapon, and other units may not target it. This would be the equivalent of telling a bazooka to fire when a tank shows up at that break in the hedgerow. 2 HQ Concepts 2.1 Command Radius and Platoon Leaders All infantry squads in the game are assigned to a particular platoon. Ever platoon has an attached HQ unit which is its commander. In addition to representing the actual command staff of the platoon, this unit represents its center of effort and cohesion. As such, all units must stay within a certain range of their HQ in order to be “In command.” This range is the command radius of the HQ. The radius increases with experience and particularly good leaders, and decreases in thick terrain or if the subject unit is out of LOS. Units that are in command have a red line leading from them to their command unit. Units that are out of command have a black line. A Platoon HQ shows all lines, red or black, to its organic squads. Note: Infantry squads cannot be commanded by platoon HQs from other platoons, but crew served weapons can be under anybody’s command. Units that are out of command suffer morale and fighting penalties, delayed reaction times to orders, and do not get the benefits of any command bonuses that HQ might have. 2.2 Command Delay For movement orders, your men do not react automatically. Every movement order has a time delay before it actually begins. More experienced troops, troops who aren’t being suppressed, and troops that are fully rested have better reaction times than their counterparts. The biggest factor, however, is whether or not the unit is in command. Units that are out of command seem to suffer an additional 66% time delay. This doesn’t mean much to the best of the best whose reactions are incredibly fast anyhow, but for regular troops that’s an additional 13 seconds at least. 2.3 Command Bonus Not only do HQ units allow those under their command to fight to the fullest extent of their abilities, but often they add bonuses to unit performance. Units must be in command to receive these bonuses. The 4 areas of command bonuses are: Combat: Adds to the firepower/accuracy of the firing units as if they were more experienced. Is represented by a lightning bolt in the unit bar. Morale: Troops have the morale equivalent of an additional level of experience for each level of this bonus. Heart in the unit bar. Stealth: Troops are generally stealthier and spot other units better. Question mark in the unit bar. Command: Command delay is changed as if the unit were one level of experience better for each level of this bonus. Also creates a larger command radius. Star in the unit bar. Each bonus may be either one level (represented by the symbols above) or two, (above symbols surrounded in a gold box) 2.4 Higher HQs Besides platoon HQs, there are also Company and Battalion HQs in CM. One of these HQs automatically assumes command of any infantry squads in command radius not in command, and all crew served weapons in its command radius. They will not, however, assume command of infantry squads under the command of their platoon leaders. 3. Indirect Fire 3.1 Forward Observers/Off board artillery Off board artillery in CM is abstracted through the forward observer unit. Each FO is a team of two men that represents one off board battery. An FO does not fight like a traditional infantry unit, rather when the TARGET command is used, creating a blue target line. An artillery strike is requested on the targeted location. In the unit information bar, you should see the time remaining until the artillery strike arrives. Allied times are usually better, and smaller caliber weapons are typically faster to respond as well. Once there is one minute left until the strike, the time will start counting down in seconds. Around halfway through a few spotting rounds will fall, and then when the timer hits zero the battery will start firing for effect, unleashing volleys of four shells at a time. It will keep firing until the battery runs out of ammo or you cancel the fire mission. It is possible for the FO to request artillery strikes outside of its LOS. Simply drag the target line out of LOS (it will turn orange and black, orange for what he can see, black for what he can’t) and select an area to target. However, these strikes take about twice as long to arrive, and are inaccurate in comparison to a spotted strike. Also, you may wish to shift a fire mission a minor distance to accommodate for enemy movement or targets of opportunity. To do so, select the TARGET command again, and drag it around the current targeted area. As long as this line remains green, you may re-set the target line for a minor time delay. If you place the new target outside the region in which this line is green, you will have requested a new fire mission, and will have to wait for the full battery reaction time. 3.2 On Board Mortars On Board mortars must have LOS to a target to fire on it, unless they are in the command radius of an HQ unit. If a mortar is in command, it may fire at anything the HQ unit can see, even if the mortar itself cannot. Most mortars on board also have a minimum and a maximum range they can fire. These will be indicated by an “OUT OF RANGE” readout above the point of the target lien when issuing a firing order. -------------------- Play up! Play up! and play the game. Arko, Redsylvanian Army Strategic Gun and Rocket Forces
  21. GREAT story ALL true the loss of that Great Library of Alexandria was indeed a tragedy and many these days have no idea how great a tragedy as it held many great works of the occult and knowledge of things like Astrology and the Kabala. oh well As Homer S. would say: Doh! -tomw [ August 20, 2002, 09:40 AM: Message edited by: aka_tom_w ]
  22. um maybe I'm wrong (Math is not might strong suit) but Aug has 31 days and the 30 Days in Sept don't count because the game comes out on the 20th day of Sept. so you have to count the 31st day of aug SO 31 days -tom w
  23. FRONT TURRET PENETRATION :eek: ???? That does seem highly unlikely in Real Life, but in this game there is always that weak spot penetration chance, I would say that is like rolling snake eyes three times in a row with a pair of sixed sided dice. BUT that round is only 40 mm (IIRC) and there is something about the Math and ballistics calculations in this game that make that and the Allied 37mm round more likely to penetrate than they would in Real Life, but I am not all that familiar with those calculations or details. Don't worry someone like Rexford or another armour penetration ballistics grog, will be along shortly with a the whole story. (I'm guessing) (remember its JUST a game) -tom w [ August 19, 2002, 03:58 PM: Message edited by: aka_tom_w ]
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