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Sgt Joch

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Everything posted by Sgt Joch

  1. I really miss the old operations as well. In theory, you could could recreate an ersatz operation with the cmx2 campaign system, but it requires more planning and work.
  2. The best indicator of whether this is doable or not will be how Charles reacts after Steve explains the concept to him...any reaction other than "Are you insane!!???" and we're in business....
  3. the IP concept could be a lot more flexible than the CMx1 system. HQs would spend points as they move their troops forward and would regain points when they stop moving and regroup. When you study tactical warfare, you see the same pattern emerge: 1. Units move forward from their initial positions; 2. They get disorganized as they move forward due the terrain and/or enemy action; 3. They regroup and consolidate; In WW2, the German counterattack doctrine tried to catch the enemy between steps 2 and 3 when they were at their most vulnerable. In CMx1 and CMx2, this is hard to replicate since units are subject to the same movement restriction throughout the battle. With initiative points, you could approximate that pattern since a player would have a lot points at the beginning, but his attack would lose steam over time, making him more vulnerable to a conterattack.
  4. Adding command delays is a good idea, but we do not have to just plug in the CMx1 system. With CMx2 we can come up with a more sophisticated system that takes into account command&control as well as unit experience. Ideally, you want a system where individual units, squads/vehicles would have little delay moving within a defensive position as long as their formation leader is close by, but where there could be substantial delays to move a whole formation from one area of the map to another. For example, Platoon HQs could have a number of "leadership points" which they would automatically spend whenever a unit under their command moves, short simple moves would cost the least and long/complex moves the most. Therefore, once a platoon is in place, it would be very easy to move individual units around short distances to react to threats or move to better firing or defensive positions. However, it would cost more in "points" to move the entire platoon from one area of the map to the other. So at the beginning of a scenario, each player would be flush with points and could carry out many plans, but as the scenario progresses and the points go down, the options would be limited. For example, Platoon A starts the scenario with 1,000 points and spends 900 as it fights its way across the map. At that point, an enemy force pops up clear across the map. Platoon A with its limited remaining points cannot do much more than reorient its troops, but Platoon B which has been sitting in reserve and still has 1,000 points can move right away to meet the threat.
  5. I am not saying command delays solve the problem, only that it lessens the problem and therefore is a step in the right direction. obviously, the best solution would be a realistic command & control system, but I do not think we will ever get that.
  6. I think we all agree that command delays are a bit of a hack, but unless we can get C&C actually working, I do not see how else to simulate battlefield confusion. Without command delays, the player can coordinate the actions of his forces to a degree which is impossible in real life. That is maybe less of a problem for contemporary US forces, but in WW2, units getting lost, not moving or moving late was the norm, not the exception. command delays make it a bit harder for the player to turn all his forces around on a dime and unless Steve can come up with another solution, I think the game is more realistic with command delays than without them. I presume we can also tweak them up to CMx2 standards. I would also like to have command delays on area target fire, but I will take what I can get. hopefully, it will be optional, so all players, (especially gunny Huntarr ), will be happy.
  7. WHAT!!!!!.............no screenshots?
  8. I know what you mean. I was playing the 1st campaign mission and one my guys was shot. I stopped the squad's advance and waited until he was medevaced (i.e. disappears), it did not feel right just leaving him there.. ps - as far as I know, having KIA as opposed to WIA does affect the points, but I will check.
  9. left you an email if the offer is still open. I playtested most of the scenarios, but would be open for a not-too-big/not-too-long QB.
  10. "stick forward, people get bigger/stick back, people get smaller" classic...jet jockeys must luv you!
  11. tried the faded bases mod, looks very nice in daytime with the dark green, but at nightime, the bases show up as a light gray, anyone working on this? the rings mod also looks very nice.
  12. I remember there was an ancient thread where this was discussed as well as BFCs rationale. I believe it was due to updated research and differing ammo types used on the western front. I you search the posts by "battlefront" in the 2003-2004 CMAK archives, you may find your answer.
  13. hang in there guys, we are almost there...
  14. I was trying to be diplomatic:D...english is such an informal language, it is hard to know what the rules are, people seem to make them up as they go along...and who is going to argue with a marine... I don't think anything was done on this since 1.08.
  15. I say old chap, enough with tea time and crumpets, time to get crackin' on her majesty's forces and show those Yanks the proper way to fight a war... ...just getting myself in the mood.
  16. Is it "Ma Duece" or "Ma Deuce"? I had the same comment on the manual. In WW2, it was "Ma Deuce" although I also see that "Ma Duece" appears to be a contemporary alternate spelling.
  17. yes, the top of the line T-72M1Vs (2001 & TURMS T) already carry the AT-11.
  18. I would also add: Quick -use "quick" to move the JAVELIN team (you may need to split down to a AT team before) a bit closer where it is in LOS and hopefully will engage the tank. Red AFVs are notoriously slow to spot Blue infantry units. this is a bit more risky, but after months of using "Hunt" and "Assault", I now use almost exclusively "Quick" to move my troops around, but always in short bounds. If you pay attention to the terrain and move from cover to cover, it actually works quite well. ps - Huntarr, I know you will lecture me that "cover" is a hat, but everyone else knows what I mean..
  19. there was an interesting article in the NY times about developments in the NW frontier area. http://www.nytimes.com/2008/09/07/magazine/07pakistan-t.html?_r=1&ref=magazine&oref=slogin To summarize, Pakistan's NW frontier area has always been semi-independent. In colonial times, the British left the local tribal chiefs in charge, as long as they recognized the British Crown. After independance, Pakistan continued the arrangement. After they got kicked out of Afghanistan in 2001, the Taliban/Al Quaida found a safe haven in the tribal areas. Many elements in the Pakistani government knew they were there, but because different factions in the government are unsure whether they should be viewed as an ally or a threat, their presence has been tolerated. However, not content with merely being allowed to stay there, Taliban/Al Quaida has been gradually taking over control of the Tribal Areas, killing Chiefs and anyone else who opposes them and now in a more worrisome development (and one which is making the Pakistani Government frantic), they appear to be making moves to take over Pakistan itself, which is not so farfetched as it sounds since they do have supporters throughout society. Obviously a Taliban/AlQuaida dominated Pakistan would be a nightmare scenario...given that Pakistan has nuclear weapons... I am sure the US knows this, so the question is what should the US do, given Pakistan's proven inability to control anything that goes on in the tribal areas...
  20. Itael, no changes were made to the stock campaign and scenarios, the new units will only be found in the new Marines campaign...although I have just restarted the stock CMSF campaign and with the 1.10 changes, it feels like a whole new game.
  21. Steve, Not that I mean to contradict the Bossman in public , but if we are going to release the British module and maybe a NATO module for CMSF...and then or more or less in parallel, release a US/German west Normandy game, followed by a Canadian/British east Normandy module followed by, maybe, a Bulge module...and then we release a Operation Bagration Game (with mine rollers)...arent we looking at possibly two or more likely three or even four years before CMSF2 sees the light of day?
  22. Artillery delivered smoke is in 1.10, including Willie Pete. The rest of the list looks nice.
  23. I also think Operation Bagration is the most likely bet, since the 1944 German forces will already have been done for the western front game and most players prefer the late war german armor (King Tigers, Tigers, Panthers).
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