Jump to content

Bannon DC

Members
  • Posts

    622
  • Joined

  • Last visited

Everything posted by Bannon DC

  1. Extremely difficult to do in the open. Best way to do it is to be in ambush position and hiding. Like in woods along the side of the road. Depending on what sort of AT equipment your troops have, you should set a "cover armor" or "cover" order (infantry can't use the cover armor order, but tank hunter teams can IIRC). Set arc for about 25-30 meter for molitovs and bundles and about 50 meters for panzerfausts. You can do it by assaulting, but you should do that from the side or rear only at close range. If you try in from the front you won't get five meters before your are machine gunned and your squad will most likely break. Stay hidden as long as possible. Use another unit to take a shot at the tank from a distance to get the tank to button up which reduces his visability considerably.
  2. Is there a point penalty for units that move off the board? I'm not talking about an "exit" objective game. For example, if I direct tank crews to exit the map just to get them out of the way... do you lose points for that? What if men run from the field on their own... like a routed unit fleeing for cover? Are these exited troops counted as casualties or "OK" at the end of the game?
  3. I don't think you can "zero out" the ammo on pillboxes. I believe the only factor you can change on a pillbox is "experience." (Green, reg., vet, etc.)
  4. You'll like the armor fighting in CMBB. Armor is harder to kill... you get more ricochets and partial penetrations without a kill. Enjoy!
  5. Inaccessible Terrain. Such as high mountains, etc. Horse teams would be great. For scenario editor... (must have been said previously in this thread because it is too obvious) someway to give AI units "marching orders" for their opening moves. Or an objective that a certain set of AI units is supposed to take. Also, on D, make them hold a position instead of marching forward once a flag has fallen. Yes--- need better scenario editor debugging tools as mentioned above. DanielH is corrected about the FOW setting.
  6. Is there a post for a "wish list" for the next Combat Mission? I've been looking around, but I didn't see one. Thanks
  7. I'm thinking about getting a new graphics card for my computer. Since CM is one of the major games I play, I was hoping to get some input on which cards to avoid and which ones may be more compatible with the game. I'm running a Pentium 3, 1 GB. I have a 32 MB, ATI Radeon. This is at least 3 years old, so I'm sure there are better cards out there. (I'm bogging down on bigger scenarios...which I love to play) Thanks
  8. In larger scenarios, my system will bog down to a point where it is very difficult to issue orders and scroll around the map. What is the best way to optimize the settings to improve performance. I have turned off trees, roofs, and weather effects, etc. These don't seem to have a major effect on the problem. Also -- what causes this? Is it more the number of units, or the size/graphic density of the map? This leads in to the question I will post under a different topic regarding a "preferred" graphics card.
  9. Wow... why did you wait so long? CMBB (or whatever version you bought) is a vast improvement in my opinion. Especially with armor. It sounds like your Pioneers are taking fire and reacting as they are programmed. I assume they are in "open" terrain and they are seeking the nearest cover. The AI does not realize that best cover would be out of LOS of the enemy. The AI is still very simplistic in many of these regards. You may be taking too much enemy fire for your tactic to work. Look around for any terrain other than open... even "brush" or "rocky" offers a little cover which may make your men less likely to seek their own cover.
  10. I have now. I'm the newest member. Thanks for the lead.
  11. Hi -- I'm looking for one or two people (or more) to playtest a battle for CMBB. I need to "round it out" in order to call it done, but I think I need a fresh point of view. Brief overview: German company must withdraw from advancing Russian attack. Terrain is wooded with some small hills. Pure infantry fight. Exit point victory. Length is about 25-30 turns (one of the things I need in put on). I've played it a few times myself of course, but I want to make sure it offers an interesting challenge. Contact me here and I can forward to you with more details. Thanks
  12. Thanks for the quick reply. I think this is a wash. Too bad... I put a lot of time in this. But I learned a few things. Yes, as a two player map, this would work well. But I think I will put it aside for now instead of putting the effort into balancing for humans. Perhaps a similar situation with different terrain. thanks again
  13. Thanks, Flamingknives. I'm sending the file out to you in a minute.
  14. I'm having some trouble with an operation I'm designing. Is anyone who has experience designing operations interested in taking a look at it? The situation is an uprising behind the front line in occupied Czechoslovakia in Sept. 44. My trouble is with getting reinforcements to arrive in a logical place. Reply here please... email will probably end up in spam filter. Thanks!!!
  15. Does a mod exist to make terrain inaccessible? I'm working on a mountain map for an operation (Dukla Pass battle). Action is supposed to take place along valleys and narrow roads. However, between battles, the AI always sets up on the high ground (which is supposed to be inaccessible). The terrain I have in mind might be called a "high peak" for example. I've tried a number of things to keep the AI off this terrain. Since this is supposed to be a game only against the AI, I've tried setting up many bunkers on the high ground in order to keep that terrain in possession of the player between battles. I've also made the high ground as a huge lake. Both work to some degree but are not 100% successful. And they look ridiculous. Any enemy troops up there ruins the effect. If no mod exists, is such a mod possible? (I've never modded before). Also -- can anyone recommend some source material for the Dukla Pass battle. I have scant info from "googling" and just a few lines from some theater-level books on the Eastern front. (Sept. 1944, a Czech uprising, a Russian airborne operation with Czech troops inserted failed to take the pass by surprise. Result was a two month battle with massive casualties on both sides for a pass in the Carpatians along the Czeck/Poland border (modern day east Slovakia).
  16. Hello all -- It has been a long time since I've played CM. Recent reading has spurred me to create a few new battles. Posted at the Scenario Depot. Rear Guard -- ambush set in mountain terrain. Should be a tough one for the Germans. Carpathians, 1944. AI version and head-to-head versions posted. Steppe Pillbox -- a bunker blitz. Small map, few turns. Please submit a review. Thanks
  17. I recently upgraded to 1.07. I am having trouble quiting the game. When I hit quit, the screen stays on the game, but the music starts playing. I am locked up at that point. This happens about 90% of the time.
  18. Thanks for the reply. Hiding has no effect. They seem to start moving once the oncoming Panzers come within a certain range (mb 1000 meters or so). I'll give cover arcs a go. Will also try a flag on their position. Problem is that once the Germans take this ridge, new reinforcements will "zombie" walk toward it. (This is a deep campaign map with a small town beyond the ridge). Odd thing is that I designed a map with similar depth and was successful in keeping the Russian infantry in ambush position. That was a "battle" vs. a campaign. This has always been the achillies heel of this game. I used to think I was good until I learned the AI was just dumb.
  19. Sort of a tech support question. When designing scenarios, how do I make the infantry stay in the place where I have set them. For example, I have set a company of Russian infantry on a ridge. When playtesting, as the Germans, the Russian infantry will leave the ridge in order to walk into open terrain in order to attack advancing tanks. I am not using flags in this case. With flags, you get a "zombie" like effect when captured by the enemy... AI infantry walks toward flag exposing themselves to fire. How do I make the AI behave and stay in position? Any tips? thanks
  20. Stoffel -- Which scenario? Rommel I'm guessing. Also, I dl'ed your scenario and I just started it. Made me go back to the manual to research best way to deal with those tricky things in the ground. (don't want to spoil). I'll finish and review... but I need to retrieve my Rommel book first (lent it to friend) since I want to review the Jevzek action. ALSO for all: Note: I did change the German reinforcements on the Rommel at Kurpenul. I thought the Germans had too much... I did play test extensively but I did not have 3rd party input. New reinforcements are slightly reduced Company (believe I took out a squad or two) without the mortar support as indicated. Witness to my lazyness, I accidently overwrote the German overview and did not spend the time to recreate it.
  21. I just upgraded the driver for my ATI Radeon Graphic Card. Now I'm having some minor problems with the info bar and some other minor problems with unit graphics: Info bar: * Can no longer see colors of armor strength for vehicles. * Whitish shadow over the "done" button and turn timer Unit: * Some fortification units like barbed wire, mines appearing with white bases instead of team color (red russian...) Anyone have suggested fixes...
  22. Bump... Anyone? Anyone? Is it possible to change Battle to Operation?
  23. Hello all: I posted two new battles last night to Scenario Depot. Medieval Village: Straight forward German assualt across a narrow front. Setting is an old town on the Polish/Ukrainian border, June 1941. AI will give you a game with either side, but best played as Germans. (You'll have to use your imagination to see the ancient fortifications... Belgian beer helps!!) Rommel at Kurpenul (1916) Based on the action described in Rommel's book "Attacks". Germans enter village in fog shrouded mountain valley and discover the enemy is approaching in force from the opposite side of town. Set with Russians and 1941 equipment. Was trying to get historical perspective. Best played as Germans vs. AI or head-to-head. For solo, experienced players should set Russian troop quality a little higher. Hope you enjoy. Feedback appreciated. Bannon [ July 02, 2003, 12:11 AM: Message edited by: Bannon DC ]
  24. Just had fun playing this one. Here's to "anonymous" (cheers) because I probably wouldn't have downloaded this map without his crackpot review. SPOILERS::: . . . . . . I got a minor defeat... about 45/55 score. Took the top most minor flag and delt some good casualties but still too many letters to write to the families back home. I must have hit the "ceasefire" button with a stray click... (#$@!)... somewhere around turn 32/33. I was clearing through the village and desperately wanted to destroy those tanks. Most likely would not have captured another flag though. AI kept throwing bodies in my path and had just enough fire power to prevent my from making a "gamey" last turn dive for the large flag. Unfortunately, I could have used my artillery a little better and I got caught cold running out of the woods on the left flank. On the right, I took my company through the fields and crossed the road in a mad dash and got 80% across with very minor casualties. This group eventualy took the top hill without too much difficulty and poured fire down on the Russian positions. Took my time in order not to rag out my men because I knew I would have to eventually get out of the wheat fast and under fire. Other fun was advancing one of my 37mm AT's to a small rise and pinging the hell out of the T-34 on the right side. Discovered the crew was "conscript" and I was positive that if I just pinged them enough times they would abandon the tank. I hit them with what seemed like every shot and they never budged. Not even gun damage. Overall, I felt nearly invulnerable for a while because those green troops couldn't shot straight. Only took serious casualties in the close in fighting. . . . .
×
×
  • Create New...