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xerxes

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Everything posted by xerxes

  1. Not a bug. You will suffer command delays for being out of command when your tank executes the order. Some waypoints remain white (and totally adjustable), it depends on how long it would take the unit to get to the waypoint. It may depend on other factors to, just don't know what they are.
  2. Amazon has a number of used copies of "The Battle for North Africa, 1940-43" by Jackson. With shipping it only came to $6.50!
  3. "A morning at the zoo" "Ghosts of Radziechow" "Dead Ground and Rye" All very intriguing titles (and good battles to boot)
  4. Cripes, I've never even gotten a beginning stalker interested in my stuff.
  5. Being the designer, it was my mistake not to be clearer about this. The river line in "Gamblers Fallacy" is your last line of defense. If the Germans breach the river strongly it's lights out for the Soviets. Someone suggested that advance ops should have some landmarks to give both players a sense of how far they've come and how far they need to go. It's an excellent suggestion that I'll incorporate in my next advance op.
  6. Vanir scores a Total Victory in this thread. Wow, you rarely see such a convincing domination. p.s. I had no idea that the command bonus reduces the order delay time.
  7. On average it seems a number of scenarios are weighted towards the defender. In a fair number of these cases I think it's because they were designed to be played against the AI. You really want to play scenarios PBEM that were designed to be played that way. Warning signs of an unbalanced PBEM scenario (in order of danger): 1. At the scenario depot it says "best played attacking the AI" - doh! 2. "The stronger player should take the ...." 3. The absence of any instructions on how much to increase forces for play against the ai. If you avoid these warning signs, you'll have a better chance of a balanced head to head matchup.
  8. I like the Italians, they have the most uber tankette of the war.
  9. It seems that the complaint must be about QB MEs. In an attack, if an attacker waits until the last couple turns to "rush" the flags he will either: a. lose as he gets cut to pieces/pinned b. take the flags, but he could have done that a while ago anyways. An attacker needs all the time he can get, if he wastes it hanging around waiting for the game clock to run down, he only hurts himself.
  10. The proper outcome of aversion is to learn to avoid getting your grunts in an unwinnable jam in the first place. Once they're pinned and the 2nd panzer is bearing down on them they're all going to kiss moter russia one last time. I've seen many players who far to willing to send their digital charges to the death.
  11. I take great pains to try and keep as many of my men alive as possible. Whenever an entire squad goes down, I feel particularly bad. I don't have quite the same level of empathy for my tanks.
  12. The other reason for traffic jams is that people use the "fast" command while moving in convoy. Move works a lot better. And yes, I still try and get away with using fast instead of move. A "follow road" and/or a "follow the leader" command would be a great addition. But then again, in the desert are we really going to have that many roads? We may see a lot less of this issue simple due to the terrain of North Africa. Sicily and Italy would still have the same issues natually.
  13. The AI handles guns and infantry pretty well except if you take a flag and the AI "counterattacks". (gets slaughtered) It handles guns better than tanks so it's not surprising you're having a tough go of it. I've found a tank-free force can defend quite well. I rarely play QBs but when I'm defending I'll often skip the tanks. The key is to work on your infantry attack tactics. It's the infantry that needs to spot the defending guns. Finding guns by getting tanks knocked out doesn't work too well.
  14. . . . and just to add, I really enjoyed your post. Very funny AND informative, a tough combination to pull off.
  15. That was a very nicely done example of supporting units (both for spotting and fire support). One detail. You're using advance for your scout, if you use MTC w/ a covered arc you'll avoid the scout pushing on into a wall of bullets and getting creamed. Move is also a good option for basic scouting.
  16. In my mind, the best idea in this thread is the lower command delay for road movement. That would be relatively simple to code and gamey abuse possibilities are pretty minimal. I would think initial delay would be standard but additional road waypoints should only have somewhere in the range of 10%-25% of the normal "additional waypoint delay." This would simulate an order of "Follow this road" quite well. Using a similar scheme for 1st turn movement would also be reasonable because it would simulate having an initial plan going into battle. [ June 19, 2003, 10:04 AM: Message edited by: xerxes ]
  17. Most definitely. And if you think that's bad, wait until one of your own units accidentally starts targeting another one of your units. That'll give you a fit!
  18. If you don't have at least 1 crew or trashed squad to leave behind to guard a flag, I think you're already annhiliating your opponent. Pull a 1/2 squad back to guard the flag and give your opponent a break!
  19. ok, this is frustrating. I tried generating battallions of Romanians and nary (ie. zero) 'fauts were found. I tried it in the scenario generator and in a QB. (all set to '45 jan). Any clues about what I'm doing wrong?
  20. I'm a little confused. Your charts show late war Romanian infantry have access to fausts. When I look in the scenario editor (late '44,'45) I can't find any fausts. I'm running 1.03. Has anyone else had this problem?
  21. Darn, too late for CMBB. Maybe CMAK will have those. I can hear the cries of "gamey bastid spent all his support points on Italian 81mm mortars!"
  22. Bah, real Finns don't even use spotting rounds, they just caculate the trajectories for 5 separate shells and they'd hit 5 stationary BT5s no problem. Ok, well it might really take a total of 6 or 7 shells in practice.
  23. Chain shot and bar shot was what was used to take out the rigging.
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