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Ted

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Posts posted by Ted

  1. Playing H2H in a CW scenario, "Keep Calm and Carry On" the Axis defense (me) starts in a default setup in what the AI would do if there was just a single Allied player.

    I don't know if I should change, tweak or just leave the setup alone.

    I mean, didn't the designer put a lot of thought into where things should be setup for the best chance at the Axis stopping the Allies?

    Should a scenario, when choosing the 2 Player option, default to to a grouping similar to when reinforcements enter and let a human do the setup?

  2. Why would a late M4 cost the same as a late M4A1 and more than an M4A3?

    I would have thought the M4 would improve with age(?)

    Edit: One thing I found out is the M4 and M4A1 had is a one piece "cast" hull and the M4A3 had a "welded" hull.

    Is there much of a difference and do you think the difference is reflected in the game?

  3. I agree with Erwin, The Rise and Fall would be the one book.

    A point though, it can be listened to.

    I downloaded the book to my iPod for free from my library.

    (Or you could burn cd's)

    The narration was excellent.

    It's great for those with commutes of 20 minutes or longer or when doing chores around the house.

    Having also read the book I would say listening to it seems to go much quicker.

  4. One thing I'm not to sure about is the colour of the LOS line. So the light blue means that everyone can see the target.. but what about the dark blue/pink like in Gurra's picture? His LOS is dark blue through the wheatfield then becomes pink at the point where he is clicking on.

    Is it the same concept as in CMx1 where if you track back only the LOS line you will come to the point which can actually be seen by the squad? ............

    I wonder this very same thing but it doesn't seem to be the case.

    So exactly what is the point of the dark blue line with varrying pink end line?

    Perhaps something could be done where you could target a point and the pink end line could give you a clue at what hight you can see at that point.

    i.e. if you target a point and the pink end line is, say, a meter short of the end, you would be able to see something that was a meter in hight at that point.

  5. Breaching the wall using area fire worked like a champ.

    In one minute there was a hole big enough to send a destroyer through.

    Ok ok maybe that was an exaggeration, certainly big enough to send a tank through.

    One thing though, be sure and keep friendly infantry way far away because not only is the HE going off but the tank mg fire is bouncing all over the place from ricocheting off the wall.

    Thanks for the info!

  6. Is there a way to use a tank gun to blow a hole in a tall wall to allow infantry or tanks to pass through?

    I placed an area fire target in front of the wall and do not want to press Go until I know whether or not it will blow a hole in it or just churn up the grass in front of it.

  7. I watched an Armchair General video on you tube.

    There was an assault across a field where everyone used the "quick" command with several way points and pauses at each.

    My question is if a squad comes under fire during one of the pauses at a way point and starts to return fire, will it end movement until it is safe to move again (that is not under fire) or start the next quick movement order at the end of the pause period automatically even under fire.

  8. The scenario is a QB, meeting engagement, with about 500 meters to cover to get to the objective.

    I have never ran troops to exhaustion.

    I think in CM1 once they get tired they slow down to normal speed even if they still have Fast or Run orders.

    The only time I saw exhaustion is when troops were broken or routed and were running for their lives. (possibly climbing also)

  9. At the start of a game (playing WeGo), I give infantry initial orders for fast move over a long distance.

    At the start of the second turn (minute) most are "Tired" but still have movement lines that are "fast" left from the first turns orders.

    My question is will the troops move faster than a "Normal" move the next turn, moving till exhaustion?

    If I leave things alone will the tired troops automatically slow down to the speed of a "Normal" move until reaching a Ready status and then move again "Fast" until they're Tired again?

    Should I cancel the Fast moves and re-plot the moves using normal speed?

    I guess, bottom line, what is the fastest way to get infantry afoot from point A to point B over a long distance?

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