Jump to content

Dateimoerder

Members
  • Posts

    5
  • Joined

  • Last visited

    Never

Contact Methods

  • Website URL
    http://www.netstrider.com/robert/

Converted

  • Location
    Raleigh, NC, US
  • Interests
    Wargames (appropriately)
  • Occupation
    Student

Dateimoerder's Achievements

Junior Member

Junior Member (1/3)

0

Reputation

  1. Not to be ungreatful, but would it be possible to get a few new scenarios for the demos.... They wouldnt need to have new unit types, just different situations on different maps is all.... Im sorta sick of playing Riesberg and 'Last defense' ;'P Regards- Derr Dateimörder
  2. The Lee version tank most certainly did have a double turret. The difference with it is that the turrets were stacked one on the other. There was a 75mm gun mounted in a bow-type slot with 10 degree limited traverse. There was then a 37mm gun mounted on a 360 degree traverse turret. ontop of this was a 360 degree traverse .30cal machinegun turret (used by the commander/loader). So in essense the Lee did have two turrets, though one only mounted a machinegun. It should be noted that some versions had no machine gun turret...
  3. Does the increase in effectiveness only occur if the FO has LOS on the target? And secondly, why cant I get a Mortar to fire on a position out of LOS? Shouldnt they know where to fire If I give them a general command? Grante the accuracy of their rounds would be greatly decreased, but frequently there would be Ad Hoc FO's such as Commanders and forward Recon teams to aid in fire correction. Im just wondering why my darn 60mm Mortars always have to have strict LOS on any target. Finally... Is it possible to code in a "Preplotted Barrage" command for DEFENDING FO's... so if I had an FO I could use an Ambush type command to specify the area that was to be pre-plotted, and then when an enemy unit came within a certain radius of that the FO would immediately call in the barrage with a small wait time (30 seconds or so??).... just some thoughts.... as The Germans used this tactic quite frequently around the Gothic Line.
  4. To All: Your replies were both polite, and thorough. Thanks for telling me that I suck with tanks! ;'P I would rather be excellent with my infantry than good with tanks, because what is going to happen when I dont have tanks? BTW- I replayed the scenario as the Krauts, and still I lost all my vehicles (sparing one HT), but I took the entire town and surrounding area up to the river with my inf, getting a 5 to 1 casualty rating (I think that is pretty good). From playing CC I know what suppression fire is for, and I use it. I still dont quite grasp smoke tactics, not because I dont understand them, but because Close Combat's smoke was so pathetic that it was useless. It is good to see that the people who make the game actually respond to their user-base! (just check out l'affair de Ätömïc at CC3 boards) Just ask any Joe on that board what it was like to get Atomic to talk. I would like to congratulate the design team on a spectacular game, and as a reward they will get my money :'P Regards- Dateimörder / Cappy-R
  5. First of all, I would like to say that I have found (so far) the demo of CM extremely pleasing. I have been an avid fan of the Close Combat game series for about 3 years, and have done some serious 'Hacking' and editing with that game. The point I found almost immediately that I really appreciate, is that the AI in CM is outstanding. The way it deploys units, utilizes units, and coordinates attacks is stunning. In that same vein, I have a grievance with the method of reinforcement within the system. Specifically in "The last defense" I have played as the Germans, and find that the sudden arrival of 3 Hellcats is an impossible (at this stage of my greeness w/ CM) barrier to overcome. Instantly they have the high ground, full amunition, and high LOS. It is this type of sudden counterweight through reinforcements that needs to be *fixed* (dare i say it). The way I see it, the sudden arrival of a mass of units on the play map greatly alters the scenario in that turn. I would suggest a few possible solutions to such a sudden change in the battle: 1) Deny the battle Commander the ability to command these newly arrived units for one turn. The units would not just sit there and take fire, but would respond according to the AI that controls each team. 2) Instead of entering units in the Command phase (giving the commander a chance to set commands for them), enter them durring the actual fight phase of a turn: Somewhat like FO fire works, it can come part way through the fight phase. 3) Allow extended map regions that are non-playable, but allow extended LOS in which units can spot upcomming Reinforcements. (this would take the most code I suppose, and therefore the least likely) 4) Instead of bringing reinforcments in as a 'Force' trickle them in team by team. For instance, if there are 10 teams in a reinforcement force, a random number would enter one turn, then the next turn a random numbe would again enter, and so on until all had entered. So if 3 entered the first turn, then 5, then 2 would enter and all the force would be on map. Regards- Cappy-R / Dateimörder
×
×
  • Create New...