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Sten

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    Stockholm, Sweden
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    Medicine, sailing, boardgames in general, military strategy
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    MD. Clinical psychiatry, clinical sports medicine, asthma research. Betatester f

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  1. Sten

    Roll Call!

    I'll see you in the open skies. You won't see me.
  2. Are the units in TacOps moddable/configurable? Is it possible to alter the unit stats, for any of the sides, to match, say, Israeli, Finnish or Sudanese units? Sten
  3. Hans wrote: My wife still yells "Ahh, das Blut, das Blut" in a high-pitched and mocking voice whenever she wants me to lower the volume or just make fun of me for being a geek.
  4. I think this dependes on if the rubble is just rubble, or if it originally was a city block.
  5. You do know that interior walls between city blocks are impassable, right? Just checking, besause it looks like the tac AI plotted a path around those interior walls for your men to reach the destination you set for them.
  6. I *think* that that bug is fixed in 1.02. No guarantees, but we'll know for sure soon enough. Sten
  7. Shouldn't it then be called moo-dads? Sten
  8. I obviously wasn't very clear in my previous question. Let me try again: If I got 175 points to spend in a specific aux category and the QB generated four units costing 50, 50, 175 and 200 points, what can I then buy? Do I have to choose the 175 unit to get as close to my purchase points as possible? I don't think so, but I'm asking just to make sure. Assuming I don't have to buy the 175 unit, which of the below options should I use? a- 50+50 and 75 of my choice. b- 50+50 and 75 are lost. Regarding Biltong's proposed solution to the experience gain problem, I don't think that is a viable solution. Here's why: Squad 1 reaches 20 and would be put on hold. In the next battle it takes one casualty and the roll is <7 for replacements. This brings the squad down below the promotion threshold AND cancels the previous weeks on hold. The squad would now basically start all over. Repeat this ad nauseam since promotion of the whole core company would only happen if ALL units had been on uninterrupted hold for quite some time. This will never happen. Or maybe I just misunderstood something about your idea? [ December 05, 2002, 08:15 AM: Message edited by: Sten ]
  9. Hmm, maybe I am playing this the wrong way? In the aux generating QB the computer randomly selected all Crack units, why all it could afford for it's 800 points were a pioneer Co, 2 LMGs, a flamethrower and a 81mm spotter. My aux force is 175p inf/sup and 80p vehicles. I now go to 56 in the rules and roll for what experience these troops will really have. I rolled 5, so they're all green. I now generate the real battle. When buying units I note that a green pioneer platoon costs >200 points, so I can't buy that. The only things left are the 2 LMGs and the FT. So I buy them, about 45 points total. What should I do with my remaining 130 points in this category? a) Buy other inf/sup stuff. Leave them alone.
  10. IMPORTANT UPDATE There is a bug in CMBBv1.01 regarding the ammo levels. All AI-bought units will start with full ammo regardless of what setting you chose in the QB setup. Some measures will have to be taken to compensate for this. One idea might be to reduce the AI's handicap by one notch if ammo is between 60 and 40% and by two notches below that.
  11. 86smopium said: Yes, I think you are. Under note 7 of the rules it says: So just spend the rest of your 700 points any way you see fit. But you have to stay with the same division. But since I am a genuine Gamey Bastard I would reroll that battle. 700 points of arty makes the battle nigh-impossible. I reroll if the arty is >50% of the aux points. But then again, I am a GB. [ December 03, 2002, 08:59 AM: Message edited by: Sten ]
  12. Rob, CMBB consists of 6278 BMP files. Let's say a whopping 10 of these have serious flaws in them. That's 0.159%. What margin of error would you find acceptable?
  13. Oh, ok. Another thought (two in one day, new record)crossed my mind. These rules can yield VERY varied battles, mainly du to the look of the map. Some battles are utterly impossible and others are like a shooting range. Three battles ago I got a lot of armor, mainly light stuff, but the Soviets had armor as well. Not a problem in itself, but I got a Flat, open map. Within two turns (when I retreated) 9 of my 11 tanks/AFVs were burning due to the Soviets 21 tanks (incl. 3 T-34). I was utterly chanceless. My last battle OTOH was a Meeting Engagement against Soviet unfit Infantry. Small hills, light tree coverage. My tanks contained the AI to the one clump of trees available to him. Arty-time! One spotter got 230 kills, the other got 65. Final casualties was 413 for him and 14 for me. In an 800p battle! The first example makes me wonder if the 'Flat' map really should be an option. If you choose the setting 'Random' for map type, you can get anything BUT flat since v1.01. The second example makes me wonder if it's not a bit unfair that my core gets 4130/800~5 experience points for basically lying on a shooting range watching 400 guys 500 meters away get blown to bits. I have had other fights, really tense ones, with heavy losses to both sides, that didn't yield nearly as much. Maybe total combat exp shouldn't be (Allied Cas/purchase points) but ((Allied cas + Axis cas)/Purchase points - 1)? That wouldn't yield a higher overall score, but would reward the close fights more than the really uneven ones. What do you say?
  14. All this bruhaha about how to regulate the size of the battle, I don't get it. Say you got a core of 563 and you got 600 points of aux, a total of 1163 for your next assault. Is just dividing 1163 by 1.72 (=676.2) and then choosing a 700 point battle too easy? I've done so for the last few days and it has worked very well. But maybe I'm just not good enough...
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