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Peterk

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Posts posted by Peterk

  1. Well, a lot of those old, really interesting discussions happened before there was a game to play and we were all waiting in ambush at our mailboxes for the package.

    We're probably all "busy", having fun playing the game now and the forum has become less a part of the daily routine. Stick around, I'm sure you'll see the board erupt again as we get closer to CM2.

    And...hamsters are damn funny. smile.gif

  2. Check out Drop To Destiny, a scenario that came with the game to see how they work. Basically the US paratroopers only have to capture 2 out of 3 locations, but the Germans have to start defending all 3 because they don't know what the US will choose.

    I believe it's most useful in giving an edge to an attacker and to simulate confusion on the battlefield. You don't see it used too often.

    p.

  3. I use it too. Old ASL'ers will recognize it as the CM equivalent of the "volunatry break" command and it comes in handy at times - mostly to prevent your guys from getting surrounded and cut to pieces.

    A lot of times I want to retreat guys that aren't under all that much fire (or none at all) but for various reasons their state will impose a ridiculous 45sec - 75 sec delay in starting to move out. When that's not acceptable - use the withdraw order and get them out of danger in a hurry.

    It might not mean much in small quick-battles but in a campaign game or in a tournament game where the points really matter, it's handy.

    p.

  4. You're not alone. I've always preferred infantry battles without many vehicles present. I think it has a lot to do with the fearsome rules on vehicles in the ASL rule-book (Chapter D???) that always terrified me so much I never even bothered reading them. Hated tanks ever since. I love artillery though !

    Bad news - I've yet to come accross an op where the tanks didn't figure heavily.

  5. It comes down to a decision of maintaining a reserve and ignoring some flags or giving up the reserve and attacking everything. I alternate between the two tactics, so as to not be so predictable an opponent actually.

    I think my goal would be to control enough to guarantee myself at least a draw and then once that is accomplished, decide whether I can expand the lead by attacking the other objectives. It's tough when you only have 3 platoons, 2 of which at least should get pretty beaten up in the initial attacks.

    p.

  6. > Thank god you found this problem! I'd much > rather play a slower TCP/IP game than a

    > TCP/IP game that is inaccurate

    I don't know - it would be kind of cool to have the games on each machine diverge at some point in time....

    Anyone ever read this Woody Allen short story where 2 old guys are playing postal chess with one another, but one loses a move half-way through and they both end up playing different games and announce checkmate on the same move 6 months later?

    If we use those TCP/IP drinking rules, most of us would probably not even notice the floating point things not floating enough.

    p.

  7. > A patch should be released which allows

    > tanks to ignore inf/crews, except at short > ranges, or if specifically targeted.

    > Anyone agree with me on this?

    This is an ancient issue, but yes it would probably be nice to have a switch. At the beginning of a scenario in which you know the other guy has AFV's lurking around it would be nice to be able to set the priority until you know enemy tanks are no longer an issue.

  8. Who can forget Madmatt's Church of New Scenarios - This post heralded the coming of a brand new scenario!

    =========================================

    Yea on the early morn of the twentieth day, the Great One did bring forth a new bounty. The Great One looked at his creation and was pleased, for it was GOOD! And he delivered upon the faithfull this offering and the people did celebrate and joy spread across the land.

    When we asked, did you not answer? When we weakened, did you not strenghten us? When we felt alone in the dark, did you not join us?

    For many years the people searched the wilderness lost and afraid. You took us in and nutured us and gave us this most Holy of gifts.

    And now, here at the dawning of two new millineum we stand. United in faith and will we come together. Enlightened, Rewarded, Strong....The darkness has passed...The emptiness has been filled. We stand in the presense of the Great One and it is GOOD.

    A Revelation from the book of CM...

  9. Another classic by Bil Hardenberger in response to someone complaininhg about the bird chirping

    ============================================

    As chairman of the Beta Testers Wildlife Sound Committee for Combat Mission(hereafter known as BeTWiSCoCoM) I take offense to the above listed charge that the bird sounds were in fact from an "American Robin" and not from the European variety. BeTWisCoCom searched far and wide for just the right bird sounds. In fact the bird sound you hear in CM is not the familier "chirp" sound that is often attributed to the American variety of Robin, but rather it is the "schirp" more common to the French and English variety Wobin, more commonly known in England as the English Robin. This particular bird's ancestry can be traced back to the 10th Century when a famous Knight of English tradition took the name of this most fierce of small bug eaters. Sir Robin was known far and wide as a bird lover, and he had a traveling troupe that would sing his tales of conquest wherever he went... but I digress.

    As you can see, there was not one segment of Combat Mission that was not researched to the highest degree and carefully double checked by every member of the Beta Team. In particular I think we can take immense pride in the successful inclusion of the European variety of the Wobin. I am deeply offended. I just hope Steve doesn't hear about this, as the bird sounds were his little pet project and held the games release for 6 months until this particular sound could be nailed to the perch... so to speak.

    [This message has been edited by Peterk (edited 11-03-2000).]

  10. I've found a few...

    The famous "skipping round" business

    MAdmatt gets the credit for this one

    ==========================================

    Ahh yes (cue dream sequence) it seemed like only yesterday...yesterday yesterday...

    Steve: Ok, lets call this Beta Team meeting to order...Do we have any old business to discuss?

    Rune: Yeah, where is the T-28?

    Steve: umm, any OTHER old business? Anyone? Yes, go ahead Dan.

    Kwazydog: Well we still haven't gotten that running MG team with the skipable HE rounds quiet hashed out.

    Charles: Skkkipping? Skkipping?!!!

    ALL: Oh no!

    Charles: YOU WANT TO SEE SOME SKIPPING? I' LL SHOW YOU ALL SOME DAMN SKIPPING ROUNDS!

    Madmatt: AGhh, let me go...Please!

    Fionn: You know Charles if you use a loosen your grip around his throat slightly but press down your thumb at a 38 degree angle into his adams apple you will more than likely...

    Madmatt: SHUT UP, HE ISgsssh Choking meeeee...help..

    Steve: Get the Tranqs! Quick! Oh damn, who lit off the smoke round?

    Wild Bill: I can't see him through this smoke!

    Rune: Shoot Bill, SHOOT!

    Wild Bill: But I can't!!!

    Madmatt: aghhh glurbp...mother...

    Charles: Skip this you piece of...

    Steve: Crap! Charles, put Madmatt down! SNAP OUT IF IT!!!

    Fionn: Perhaps if I analyze the implications that this behavior has as seen from a world perspective but with data drawn from various uber-sources that...

    ALL: SHUT UP!

    Wild Bill: The smoke is clearing, I got a shot!

    Madmatt: aghhh glurblle GLUTE!

    Rune: He's Hit!

    Steve: Right on target!

    Bil: Chew on this pineapple Fritz!

    All: ???

    Bil: Err never mind..

    Steve: Damn, that's the fourth time this week we had to tranq Charles! Ok, meeting adjourned, somebody get the harness for Charles...

  11. > My problem isn't Z buffing but something

    > completely different: Time Reletive

    > Gaming ?Feature (TRGF). Time on my

    > computer while running CM seems to go

    > faster then it should

    I've got that bug too. Made the game almost unplayable at first but I found a work-around until they patch it. Just change the time on your clocks backwards in 15 minute increments every time you finish a turn. It's a pain, but games are quicker to play (and it seems to have an good effect on the unbuffered tex-globelets too but I'm not 100% sure).

    p.

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