Jump to content

Hundminen

Members
  • Posts

    237
  • Joined

  • Last visited

    Never

Posts posted by Hundminen

  1. Now that we're all getting excited about TCP/IP, it would be nice to have some really good QB's to play with.

    However, I find the QB random map generator to be, well, um...[gulp] a little lacking in variety, interest, and realism (eg. no rivers or bridges). The random map generator is quite clever, but nothing can replace the human touch.

    With the excellent historical and fictional maps that came with the game, along with all those maps developed by WBW and others, wouldn't it be fantastic to use these maps in combination with the QB generator?

    Then the players would agree on number of points per side, to be deployed in zones along the north/south or east/west sides of the maps.

    I've seen this suggestion posted in the past, but I have never seen it seriously addressed.

    Is this something BTS has considered in the past, or is considering for future patches or game versions?

  2. I have developed a new fictional scenario titled "The Island", and I would like to start a few PBEM games with it to check play balance and get some feedback.

    Please e-mail me if you're interested in playing this one, and I'll send you the

    scenario, and you can pick your side.

    Here are some scenario parameters:

    Battle Type: Meeting Engagement - 1 flag

    Map Size: 1050x1050

    Force Size: About 1500 pts each

    Force Type: 2 Companies plus a small armor squad each

    Unit Quality: Regular

    Date: November '44

    Hundminen

  3. I have developed a new fictional scenario titled "The Island", and I would like to start a few PBEM games with it to check play balance and get some feedback.

    Please e-mail me if you're interested in playing this one, and I'll send you the scenario, and you can pick your side.

    Here are some scenario parameters:

    Battle Type: Meeting Engagement - 1 flag

    Map Size: 1050x1050

    Force Size: About 1500 pts each

    Force Type: 2 Companies plus a small armor squad each

    Unit Quality: Regular

    Date: November '44

    Hundminen

  4. I visited my local Chapters Bookstore today, and found a new book called "HISTORICAL MAPS OF WWII - EUROPE", by Swift and Sharpe, ISBN 1 85648 573 0, published by PRC (2000).

    In it there are over 100 maps of various battlegrounds from North Africa to Western Europe and a handful of the Russian front, many with some sort of OOB, and most maps are land battles, although a few air and naval maps are thrown in.

    All maps are copies of the original documents, taken from the Public Record Office (England). There are various scales, and detail, many are strategic level only showing large areas such as all of Normandy or Siciliy, but many are also detailed showing individual buildings and streets around 1" = 1/8 mile or so. A few of these have elevation contour lines. The Normandy landing beach maps (all 5 beaches) are incredible. Omaha has contour lines, and Utah has flooded areas shown.

    There are probably around 20 maps in the book that may be a useful reference for CM1 and CM2 map making.

    Not perfect, but the best part is the book is in the bargain section for only $17 Canadian (that's about $12 in real money).

  5. AI in CC2 never much mattered to me because I only ever played TCP/IP, which was always a real hoot.

    Col. Deadmarsh is right about the comparison of CC3 to CC2. In CC2 infantry were more valuable because they were needed to flush out AT weapons or zooks, schrecks and fausts. German infantry usually carried fausts, and were lethal to allied armor at close range. A much more balanced game than CC3.

  6. I've stated my opinion several times in the past in this forum on the CC series, and I'll say it again: CM is superior to CC (yes, even CC2).

    Superior in all aspects, except one.

    Internet play.

    The thing I miss about CC2 was the fantastic 1 or 2 hour games on the Zone, which would often keep me up well past midnight (maybe it's just as well - I'm getting too old).

    Although I have completed now about 100 PBEM games of CM, PBEM is just not the same (my memory is getting bad - I can't remember what happened day the before).

    Once TCP/IP is patched, then I believe CM will finally ruin my sleeping habits, just as CC2 used to.

  7. Compared to CC2, infantry in CC3 was simply canon fodder. Therefore many battles (on the zone) ended up as tank-heavy affairs with little or no skill involved in winning. Tank versus tank kills were often determined by seemingly arbritrary factors, unknown to many average players.

    The great thing about CC2 was the German infantry carried panzerfausts and were often lethal to allied armour, which usually tried to keep well out of range (100m - 200m). This required both players to pick a balanced blend of infantry, armor, and arty, not just armor.

    The result was CC2 was often a brilliant (although perhaps a little unrealistic) game of "rocks-paper-scissors", in which the player who developed the best strategy usually won.

    I hope CM2 is more like CC2 than CC3.

  8. I'd like to know which units most players here prefer to pick to go into battle. For example:

    INFANTRY

    I prefer regular American GI's for no particular reason, but are veterans or elite worth the extra points? Are Canadians really superior troops wink.gif ? How about Germans - are they better because they all come with panzerfausts like in CC2?

    SUPPORT

    Do mortars or howitzers give you a better blast? How do you like moving those howitzers around?

    VEHICLES

    Are those flamethrower carriers really hot?

    ARMOR

    M4, M4A1, M4A3? What's gives the best bang for thr buck?

    ARTILLERY

    Those heavy 155's knock'em dead, but you only get a few, and they cost a lot? Better to go with a couple of 81's instead? How about spotters versus mortars?

  9. Why don't you try "3 bridges" which I posted to the scenario depot this week. I wouldn't mind getting some feedback on this one.

    "3 bridges" is fictional, but it is inspired from by reading non-fictional accounts of GI company attacks (most recently Company Commander).

    More importantly, I designed it to give both attacker and defender several completely different options for set up and strategy.

    By the way, QB's won't generate maps with rivers and bridges. Try this one - it has 3 river crossings along deep river valley.

×
×
  • Create New...