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Vetch

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Everything posted by Vetch

  1. Heya, One of mine is missing an "s" in all three places: US Canadian French it should be "Rousselle" Everything else looks good! Thanks!
  2. Boris, You should repost this question in the Questions for Fionn thread as it is inappropriate for an open thread when both players are trying to maintain fog of war. Of course, they probably finished the game a week ago, so it's really not a big deal anymore. But just in case....
  3. Ah, thanks for the help, Steve! And for the news of more goodies to feast on this weekend. Mr. Oberly -- I'm right there with ya. We'll be slugging it out in no time. I've been reading "Closing with the Enemy" to pass the time, since Steve and Charles praised it highly more than once. A nice read, and hopefully I'll have a clue how to use those virtual combatans once I get my grubby little hands on 'em. Vetch out
  4. For the love of God, people, do whatever it takes to get us a measly AAR a day while you guys are all busy on the beta. Or am I the only one going completely mental now that my source has dried up? I'm a patient guy, but this is starting to be cruel. Please make it stop! Yours shakily, Vetch
  5. Gentlemen, You can't fight in here! ... This is the WAR Room! Let's not start a platform war, please. Can't we all just kill each other like good little virtual warriors? Oh yeah, and the G4 IS pretty cool.
  6. As of turn 16, Fionn is advancing two halftracks forward down the south road towards one of Martin's bazooka teams. The first halftrack is ambush bait and is short a gunner and has no infantry mounted on-board. The second has both a gunner and mounted infantry. Here's my question: Is there any way to tell your ambushing units to let low-threat, low value targets pass by in favor of jucier targets? I know Martin can order his bazooka team to hide (but then they do nothing for 60 seconds unless someone stubs their toes on them, right?), or maybe he can specifically target the second halftrack, but exactly how much control/options over this situation does he have? Actually, I was thinking that the ability to tell an ambushing unit to specifically ignore one enemy unit--in this case the first half-track--might be nice. This would allow more flexibility in certain cases. For instance, if there were two half-tracks with mounted infantry following the first instead of just one, you might not want to target one of them because the one you targeted might hold back out of range while the other one advanced past you and then you would have blown your chance to get a juicy target. Apologies if you have already answered this somewhere else.
  7. Well, I've been lurking around here for a couple of months now watching the progress and just couldn't stand it anymore. Kudos to Steve and Charles for all their great and thoughtful work up to this point. I really respect your thought processes and decisions as to what's been implemented so far and how it's been done. I've been so hard up for my new AAR fix that I've taken to rereading all the reports for the previous turns over at TGN. While I was doing so I noticed that during the now famous showdown where Fionn's Stug took out Martin's Jumbo, the Jumbo had just been given the "Withdraw" command seconds before. I have no problem with your explanation that this tank was lost to the 1% critical hit chance, but I was just wondering if you checked the "Withdraw" code when you were looking at this just to make sure nothing funny was going on. I also notice that it's become difficult for our two intrepid alpha testers to keep up with the insatiable demand for AAR's. If you need another alpha tester or two to start another game to keep those reports coming I'd be more than happy to offer my services... Keep up the good work! Vetch
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