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Conscript Bagger

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Everything posted by Conscript Bagger

  1. <blockquote>quote:</font><hr>Originally posted by xerxes: Troop quality doesn't effect co bonuses. That's been looked at and nobody was able to establish a pattern. I've had vet and crack co's that are terrible as well as great conscript co's.<hr></blockquote> Well I'll be... a quick test with two infantry battalions, one conscript and one elite, makes it look like you're right. Most of the leaders in both bns had 2-3 modifiers. The elite bn had a very slight edge in the number of +2 modifiers, but there wasn't the difference between these opposite ends of the scale that I'd thought.
  2. <blockquote>quote:</font><hr>Originally posted by xerxes: why isn't the loss of a really good officer (+2,+2,+2,+1) penalized more than the loss of a really terrible officer (+0,+0+1,+0)?<hr></blockquote> Because an officer with those kind of bonuses was probably Crack or Elite, so he's already worth more points than Lt. Nothing (who was most likely Green or Regular). <blockquote>quote:</font><hr>Losing the dorky one that gets his own men killed is almost no loss at all.<hr></blockquote> Don't say that in your letter to his mother [ 01-17-2002: Message edited by: Offwhite ]</p>
  3. One nice aspect of the editor is that if you reduce the size of your map, then increase it again, it remembers the terrain and elevations in the "deleted" section. That way you don't lose hours of work with a careless click of the "-" button, and was a pleasant surprise the first time I noticed it. I still wish the editor had a general Undo function, but... I can wish in one hand and piss in the other, and I know which one will fill up first.
  4. Here's my fave: it's at www.geocities.com/traveling_circus17/levitate.jpg if it doesn't show here...
  5. I think the best way - no, the only way - to find out what you want to know is to scan that entire album and post a link to it here... Pure grog-porn
  6. <blockquote>quote:</font><hr>Originally posted by Jagdratt: Any information on how common it was for a TC to engage hostile targets (to distinguish between targets that can and cannot fire back at you) with the hatch mounted .50 cal? It seems like a very exposed firing position, on top of an already tall tank. I note that German AFVs that commonlly had top mounted MGs had a small splinter shield. Were those shields actually capable of stopping an infantry rifle/SMG round, or were they more for psychological effect?<hr></blockquote> One of the unfortunate abstractions in the game is that an unbuttoned tank commander is assumed to be peering out just over the rim of his hatch and is thus fairly difficult to hit with small arms/shell fragments, but at the same time has the ability to fire the AAMG as if standing on the rear deck. [/whiny bastard mode]
  7. I have seen minefields before stepping on them, and I'm not talking about daisychains, I'm talking about "Panzer meinen." I don't think there are different signs marking daisychains and buried AT mines, which means only the player who laid them can tell the difference (by the size of the base or by using the LOS tool). In the current operation I'm playing the infantry has spotted two AT minefields, one on the railtracks and one on the paved road. The only kind of minefield that can be laid in a paved tile is a daisy chain. AT and AP minefields can be placed with their center very close to the edge of the road, and thereby overlap the pavement. But if you're seeing a minefield sign in the center of a paved road, I'm willing to bet it's a daisy chain (barring scenario-editor trickery). Don't know if the same applies to RR tiles.
  8. So the program must somehow change the way it displays the road bmp, because if I play a scenario with "mud" conditions, the road is much darker and muddier looking than if the conditions are set to "dry." Too bad; I was hoping to use the muddy road bmps in place of the snowy road ones for winter.
  9. Can anyone please tell me what bmp's are used for the dirt road in mud conditions? All I can find are the regular dirt roads, 600-612. TIA
  10. Just wanted to add my drool to the pool... looks great, Tom. I won't be happy until it's safely in place on my PC.
  11. Don't forget the mines... lay a few in the gaps between wire entanglements and cover them with MGs and/or mortar TRPs. Maybe even put one or two under the wire if you know the other guy's got to send somebody through right there...
  12. This "clearing" of terrain when wire is placed is really interesting, and I haven't seen it discussed before. It's been a long time since I read the manual but I don't remember it there either. But while this effect may indeed have been unintentional, it could be seen to represent fire lanes cleared in front of a prepared defense.
  13. Reminds me of that song I used to have on 8-track(!): >Snoopy was certain that this was the end, >When the Baron cried out, "Merry Christmas, my friend!" >The Baron then offered a holiday toast, >While Snoopy our hero saluted his host >Then with a roar they were both on their way >Each knowing they'd meet on some other day. Glad to see a WWI tradition carried over into Round II. Those snowmen are a nice touch BTW... this scene looks like an outtake from "A Midnight Clear"
  14. A visit to http://www.advancedsquadleader.com should answer any questions you have.
  15. Just remember to place the ambush marker so that the Sherman's turret will be pointing at the KT when you cross the street, not where you're starting from - in other words, if you put the ambush marker down at 90 degrees right now, when you move forward the turret will track backward to maintain the "ambush." Put it in the street instead, and as close to the KT as LOS allows - see below: Personally, I'd hesitate to use an ambush marker in this situation since (a) the KT is at a visibility disadvantage and ( the Sherman's turret is so much faster. I've had more than one experience where I've placed an ambush marker in a similar situation, but it ended up being too close to my tank, so when the enemy came into view my crew faithfully maintained a watchful eye on the ground 20 meters in front of their noses while the enemy tank lined up its shot and blew them away. Good luck...
  16. <blockquote>quote:</font><hr>Originally posted by Pud: ? Didnt someone do a US HT a year ago with [Kilroy] scrawled on the back?<hr></blockquote> My halftracks have someone's (can't remember whose, sorry) mod with "Berlin or Bust" written on the back, but I haven't seen another Kilroy. He'd look good on a building wall too (hint, hint).
  17. <blockquote>quote:</font><hr>Originally posted by 109 Gustav: Well, if you all insist... No, crab shells don't crack. Out on the Bering, crabs are caught, then kept live in the hold until they can be delivered to the cannery.<hr></blockquote> Thanks for the info. You've provided me with the opportunity to go tell them "neener neener, I was right."
  18. I'll be the jerk who points out that the U.S. flag appears not to be the WWII-era 48-star version. It's still gorgeous and residing in my bmp folder though.
  19. What about that site with the artistically enhanced IL-2 screenies? My searches have turned up nada; can't even remember if it was posted here or in the General forum.
  20. Hey Gustav, I have a crab question for you (not that kind, kiddies) - My RPG group is having a debate about whether crabs' shells would crack from decompression when they're brought up from say 270-300 feet... can you settle the question for us? (And go update your site.)
  21. <blockquote>quote:</font><hr>Originally posted by sightreader: Last I recall, there was some concern that putting a start zone in the corner made forces prone to artillery bombardment. <hr></blockquote> Jason made one good suggestion for avoiding this. Another option is to provide FO's as reinforcements two or three turns into the game - that way units have time to get out of the corner.
  22. I don't know... it's not a bad way to get yourself away from the front lines, and it sure isn't as obvious as a gunshot wound to the foot!
  23. <blockquote>quote:</font><hr>Originally posted by Chad Harrison: im not to familiar with the 2" mortar, but wasnt it similar to a knee mortar that could be fired as it was pressed against the knee? if you could aim the sucker straight at the german HT, that would do the trick. then it would be more like a 40mm grenade launcher. thats what comes to my mind!<hr></blockquote> I think "knee mortars" were called that because you fired them while kneeling, not while bracing it on your knee. An important - and painful - distinction!
  24. so I guess M8's have their gas tanks in front, unlike a Pinto...
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