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Hunter

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Everything posted by Hunter

  1. The battles can be played TCP/IP. The strategic game cannot be.
  2. Ardem, If you own the 4 flags, you will own the tile, and be able to move out of it in breakthrough and exploitation moves following the battle. You could also retreat from the tile if you wanted to. If you leave the map and own no flags, your ME will be retreated. You can't for example move a whole armoured column 'off the board towards the enemy' and expect them to appear in the next quadrant in CMC. We don't get that kind of information. Hunter
  3. JasonC, What about armoured units that run out of fuel (thinking Russian units early war for example). Is there a case there for having them abandon the vehicles, effectively wiping out the ME as a fighting force? Hunter
  4. It is possible in CMC. We rely on the editor of the campaign to make sensible choices.
  5. Ike, Nice idea, but unlikely to be implemented in the first instance. One of the problems is that CMBB actually doesn't return to us the kind of information about where units end up (off board left, right, on-board, etc). Cheers, Hunter
  6. 1. It can be up to 5km away (settable by player for each order) 2. They get a request from one of the potentially numerous supported units. The request is sent immediately upon contact, takes transmission time to get to the reserve unit, and they then move immediately. After they travel the required distance, they enter the square, as reinforcements if the battle is still going. The request is only sent if the contact is between two 'force odds ratios', set by the player. For example, the MIN ratio could be set to 1 (meaning don't come to my assistance if somebody weaker than me attacks) and the MAX ratio to 10 (meaning if they are stronger than me, up to 10 times stronger, come to my assistance). Any more than 10x stronger may mean the reserve unit er, loses, the message. 3. Based on the transmission time of the signal plus movement speed (fast movement or travel speed). 4. Should work, yes. 5. You can bring all reserves in together, although CMBB has a limit to the number of units in battle. Hunter
  7. The majority rules, MEs are kept together in one location in CMC, so they can't be split by moving them around in CMBB (off map edges and so on).
  8. Auto-resolve does not play out the battle in CMBB. It resolves the battle very quickly just using factors like the troops involved, the terrain, the orders, their readiness, the weather and time of day, etc. What would be nice is to turn this into a more fully featured 'mini-battle' feature. Maybe for a future version Hunter
  9. Yes, the most senior commander will command all of the troops in CMBB.
  10. Yes, more likely days rather than weeks or months.
  11. 1. Yes, units can gain experience by being in battle and killing enemy units. 2. Not sure. Still working on this. 3. Yes, that's the plan. But there is no automated meta-campaign feature. So you would need to add the reinforcements and so on in the editor by hand. 4. No. Not in a campaign, only in the editor.
  12. Yes, we use PyGame, but needed wx for the complex GUI we require. You have summarised exactly the process we went through.
  13. No. The AI can play any roles, including subordinates or superior commands. If subordinate, you can give it high level instructions (mainly setting its stance, Attack / Defend, etc). If superior, it does not have the ability to set your orders. Hunter
  14. CMC sets the name of the unit, so if you want to call them 4 Company rather than D company, that is up to the editor.
  15. Afraid not. You can see the general shape of the terrain from the start. The only thing that might change is the enemy that are in it, and the ground condition.
  16. There are urban tiles, representing large towns or cities. A good many of them stuck together would be a city. The maps are still large (2kx2k), so a successful battle would need to at least take a flag, and gain some territory. This may well be a prominent building / factory etc. Hunter
  17. The Editor can set the names to be historical as per your example. Hunter
  18. Ive been pointed here by someone who asked the question "Is Division the largest OOB represented" or something. No, you can represent higher level formations, up to Army Group level, but one still wouldn't want more than about a division worth of troops involved, or it will get way too unwieldy in CMBB. Hunter
  19. In third Kharkov, I have looked at the defence of the Liebstandarte Division as a possible scenario. They had much, much less than a division in effect most of the time, more like a single regiment, defending an area about 30km wide and 30 deep, or 900 square kilometres. Obviously they were spread out, stayed mobile mostly, and defended key strategic points. So while some aspects of the front were densely packed, others were not. The system can do either, but I think the ones that are more fluid will produce more interesting campaigns? Just my thoughts...
  20. Are related to the entrenchment level of the defenders. If you are in location long enough to dig in, you also start to get TRPs.
  21. We don't specifically simulate airdrops. We do have reinforcements, that the editor places on specific turns and places. This could be used to simulate new landings. Alternatively, as suggested above, you could set them all up as a starting position for the campaign.
  22. 'Strategic' morale is included in the 'Readiness' statistic for the Maneuver Element. Leadership stat of the leader of the ME also affects the morale of troops in battle. Readiness will decrease if they run out of supplies, lose battles, win battles (but not as much as losing), suffer casualties, etc And the third stat is aggressiveness, not readiness. Its not morale based.
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