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benpark

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Posts posted by benpark

  1. For a taste of things to come on the more immense side of things, I have been playing a set of scenarios based on Kursk "July 11th" and "July 12th" by Mr. Johnson. I highly recomend them both. I am usually not a fan of monster battles, but these are different, as management of different offensive (as German) moves play out. With such a big map, I become fascinated even more by the actions of each segment of the attack, and the personalities involved. It gets pretty hairy, with more lead flying than a room fulla kids taking an SAT. It also really eats up the memory. I tried a "Kustrin to Seelow" linked set of battles, that ran over a series of maps that were interconnected-for all intensive purposes, giving me a map larger than could be modeled by CM. The loss of troop continuity was a dissapointment, leaving much to conjecture. I think there is a lot that can be done with maps of immense scale-it will be great to see how it plays out in CMBB...

  2. I would hope for a "way point" system for setting up the AI attack, optionaly set for 2 player games. This way the designer could, if a historical path of attack is desired, set 3 or 4 points along which the assault was to proceed. This could be varied. As an attack met with heavy casualties or resistance, the regular AI kicks back in. Flags are an abstraction of this, but visable to the human player as well, giving away the path of attack. Exit points would be ideal for this set up. This would lead to a more realistic strategy of defence.

  3. I agree on your point about starting the scenario design for East front now, with the Frontovik mod coming on the GD for CM (when I wish I knew...). I have already nearly finished (all but breifings) a Kustrin to Seelow linked series of 4 battles. The Polish paratroops do ok as guards (I havent tried to mod uniforms yet), and tanks like the Pershing (JS1or2), or Churchill (T series) do the trick for me untill BtoB. I think the Blue Division will have to be a mod, as I didnt see it on the BTS nationalities list. I was hoping for Wallonian units myself...

  4. I tried my gershderndest to make it an operation, but alas, so many problems. It is one giant map, spread out over four (I think four...I've been a slave to the SCENARIO EDITOR so long now, I just...can't...remember) sizable games, with Russians (Poles, until Frontovik on the GD for CM comes out) attacking. No "playbalencing" counteroffensives by the Germans, but enough force to make good defensive choices. I may add one more scenario. I had no interesting Russian sources, so I based it on the experiences of 3 officers from Colin Heaton's Zhukov site. Forces are speculative and as kitchen sink as I could make them. If any one wants to try them, just email me, I will send it out after one more go over tommorrow. I am going to send them to Tom's site soon, and anyone else who might want it. I can also send along the original operation, if you like being frustrated by the AI not crossing bridges without flags present. Cheers.

  5. Thanks. I think I remember seeing a thread back before I needed the info. Unfortunately, it is an operation, so I cant use VL flags. I have the Allies (as Soviets) attacking from the East, so I am worried that this is making something go haywire. I have tested just about everything from placing double bridges, to bridges at other locations. I was just about done, untill I decided to test the thing. It will be fine for PBEM or hotseat, or as Soviets, but I made the thing to be played primarily from German perspective. Anybody ever dealt with something similar? I am at a loss.

  6. I am designing an operation that has a bridge crossing at around the second or third battle. I am testing it on defence (German), and the AI refuses to cross either of the two spans. Both are around 4 tiles long, one wide. What gives? I played through two games, and the enemy just parades the oposite bank. I have tried setting the operation as an assault first, then as an advance, no difference...

    HELP!! I cant take it no more... :eek:

  7. For Dragon's teeth, I raise the terrain a point or two above the height it is in, and place a pavement tile over it. Depending on which mod you have on it, it can look good or crummy. Magua's Normandy terrain, I am finding looks great all the time, for nearly everything. For tank traps, I drop the terrain a point or two, and place a rough tile. Tankless terrain, at your disposall...

  8. No, single player as either side. PBEM or two player should be good as well. I just solved a few problems I was working out. I have given up hope of finding a map of the area, but I have used guess work from readings about the battle, and tried to keep it exciting to play. As soon as I can get another full day free, it should be a go. :cool:

  9. I am giving the beta version a test now. Maybe by Sunday I can send it out. Does anyone know about that issue of locking "defensive " units in place? It keeps ending up with either a few battered elements, too weak to hold out, or I have to have a reinforcing come in. A mine field before the heights is a necessity, but I do not want the op to begin at the base of the high ground. I am using Polish troops with the new Frontovik Soviet unknown icons now, and I am praying hard for that mod...

  10. Two parts:

    I have begun an operation based on the Soviet assault on seelow Heights in anticipation of the "Frontovik" upcoming mod. Part 1. Does anyone have any leads on accurate period maps of the area, or force data ideas? (I have a fictional op that I have begun testing-not done yet, but pretty hair raising as Germans)

    Part 2. In the set up of an op, I would like to have German forces "fixed" on the heights. However, the op starts quite some ways before this area, so the Soviets do not assault the high ground until the third or fourth battle. Is there a way to lock forces besides bunkers in place?

    It would make for a more realistic op if possible. Thanks.

  11. Manx,

    Keep up the good work, and thank you for faciliating a site for everyone in the CMBO community. That some imbicils are complaining about your hard work , which is, in effect a contribution to the rest of us, runs contrary to rational thought. Most of these dunderheads calling for "historical accuracy" probably don't get out of their caves very much, and wouldn't know the first thing about gratitude.

    GREAT WORK, MANX!

    Thank you

    benpark

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