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Ted

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Posts posted by Ted

  1. First let me say that I am not reading Elvis's AAR or anything about what is happening on the Axis side.

    And I won't read it until after seeing the outcome of this game.

    (This way I will not inadvertently give anything away with my questions or statements)

    Yes I find this very interesting and the composite pic is great.

    And again, well done Bill. Thanks.

    But, not to harp on it, does hunting in the woods "Tiring" your men or perhaps the pauses keep them in the Ready state?

    And I'm beginning to think the Germans setup on the other side of the stream in KT3-4-6.

    My hunch is you won't find him in KT2 but perhaps you'll bump in to a scout team being pushed forward into KT5.

    (But then, many a pixel troopen have been sacrificed to my hunches)

  2. Bill,

    A few questions.

    1- When crossing the stream and entering KT3 were you using the fast or Quick command. Did that leave them in the Ready or Tiring state?

    2-Same goes for the rifle teams flanking move. Did that leave them in the Ready or Tiring state?

    3-After the 15 second SMG suppression fire why a Fast command and not Hunt?

    Is that so the German Team doesn't have time to recover from the suppression?

    Doesn't that leave the SMG team more vulnerable while moving fast?

    4- How goes the ammo situation for the SMG team?

    If I recall correctly, in CM1 the SMG units could eat through their ammo in minutes.

    5- Lastly, in the broad view I see black boxes over what I assume to be the supply trucks. What are those?

    Thanks and great AAR :)

  3. Yep, that's Close Combat. Setup all your troops on the front edge of the deployment, hit go, choose targets, win in a landslide.

    No setting up in contact for me either, please.

    That is so not what I am talking about.

    Here's the Allied Start.

    One platoon with one squad broken in to three teams and an XO (the patrol) all ready in the town.

    The rest of the platoon is at a rear start line.

    All positions are fixed.

    There will be four sets of reinforcements.

    As for the rest of the company, the second platoon on foot at 5 minutes along with an M8 and the third platoon mounted in halftracks at 15 minutes.

    There is also two armored platoon reinforcements - one at 10 minutes the other at 20 minutes.

    The Axis mirrors the Americans.

    So, you can see, the forward three teams will not decide the battle one way or the other but depending how you play them they might, to quote Oddball, "give you a certain edge".

    Allied Start Position:

    AlliedBackLine_zps833d3e6e.jpg

    The Allied Forward Position:

    Alliedfrontline_zps4381fd26.jpg

    Axis Start Position:

    GermanBackLine_zpsb7af642e.jpg

    Axis Forward Position:

    Axisfrontline_zpsb9b66d2d.jpg

    My brothers, who tested it for me, enjoyed it. They wanted a rematch taking the opposite side. Since they knew where the forward teams were I thought I'd give them the option of where to put the three teams by creating setup zones in the four or five houses on either side of the road. I thought about giving them the option of putting men in the three story house right at the fork in the road in the middle of the map.

    All I was looking for was a little different of a start.

    I thought it might make things interesting.

  4. I suppose, theoretically, the flexibility to designate one floor of a building as setup zone for one side, and another floor as setup for the other side might be nice. Seems like a pretty limited circumstance special case, though, and I don't think the engine can handle this right now.

    Good thought.

    When the East Front comes out it would be interesting to start with the Germans on one floor and the Russians on another.

    Obviously, Stalingrad comes to mind.

    I suppose the designer could always use fixed units to start.

    For that matter what could you do, create a large setup zone and have to individually decide what floors can be used in all buildings in the zone?

    Or create a zone and then individually click on a building and decide which floors will be included?

    Actually, especially in city battles, I think it would be interesting to be able to do that.

    Maybe a bit of a chore setting it up though ;)

  5. Separate floors would likely have the same effect as same room anyway unless there was more significant separation. Stairwells and the like are abstracted, adjacent floors are treated the same as adjacent walls. Those guys would be shooting each other up on the first turn and if you want to have players griping.....

    I did that all ready. I had an Axis team on the third floor and an Allied team on the first. Both hidden.

    Although both sides "heard" there was someone in the house neither side starting shooting until the units on the bottom floor opened up on moving units outside the house. I suppose one could have hunted the other. I wonder how that would have turned out.

  6. I've created a ME scenario where I placed fixed units in the same building.

    I broke a squad up into three teams and put them forward in a town in the center of the map with the rest of the company starting in the normal setup zone on the edge of the map.

    I started an Axis team on the third floor and an Allied team on the first floor, both hiding.

    The game started and all you saw was an unknown (or the sound of) enemy infantry marker pop up over the building. Both players knew there was an enemy unit in the building but didn't know where or what.

    They stayed that way for the first couple of turns until one of them moved to the same floor then there was still a pause before the firing started. Seemed like it could go either way after that.

    The other teams were setup hiding in buildings close by and well within sight of each other.

    I tried to create the idea of a patrol entering a town at night and hearing an enemy patrol nearby, they could be down the street or perhaps in the building next door.

    It's up to the player to decide to stay hidden and wait for the rest of the company plus reinforcements or to move and find the other patrol or just un-hide and wait for the shooting to start. The shooting didn't necessarily start on the first turn.

    My two brothers played it. They seemed to enjoy it. They even switched sides and played it again and had me reshuffle the patrol teams so they wouldn't know where they were. That's when I put two teams in the same building. It spooked them both. :)

    The original scenario had them all in separate buildings.

    If you want I can send you the scenario and you could look at it or play it and let me know what you think.

    It's my first CM2 scenario so any input would be appreciated.

    It's still rough around the edges as far as the introductions and briefings but I wouldn't mind two more beta testers.

  7. I have seen it both ways, where it takes a couple of few turns and where it takes one turn. I always thought it was kind of variable. There's nothing in the manual either way.

    Do you or your opponent have anything targeted or artillery/air support on call. Maybe that can delay a ceasefire(?).

    There's nothing in the manual that I could find that says how long a cease fire should take.

  8. I've found H2HH will sometimes add a space to a file that I have a hyphen in.

    e.g. If the it is named Battle-001 it may add a space and look like Battle -001

    It looks almost the same but knocks everything out of whack.

    Actually, I'm not sure if it's H2HH doing it or something in the Dropbox.

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