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Holman

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Posts posted by Holman

  1. Did Americans ride tanks into battle or just use them as road taxis?

    I've heard of no episodes where American infantry intentionally rode tanks into enemy contact. (The only accounts I can recall describe troops scrambling to jump from tanks as they came unexpectedly under fire.) Of course there may be cases I've never heard about, but nothing I have read suggests that tank-riding in combat was widely practiced or trained for.

  2. Ian,I did unload the crew and issued them move orders, they dont move , they stay"stuck"behind the HT.Still no at gun.I will reload the campaign as Martyr did and see if it appears.

    Just to be clear (because my earlier post might be ambiguous), the gun didn't reappear after a save game reload. I started the campaign fresh both times. Once the gun was there, and once it wasn't.

  3. I can report a weird result. I'm playing with v3.0. I checked with a fresh start of the campaign (no saved game) to see what was up. Both times I started up CMBN and loaded the campaign first thing.

    When I first checked the campaign this morning, the AT gun was indeed missing. This team starts the first scenario loaded onto a halftrack, and I saw the crew (and ammo) but no gun on the back of the vehicle. Unloading the team put them on the ground with no gun. Loading and unloading them made no change. The AT gun was definitely absent.

    However, just now, I fired up the campaign scenario again because I wanted to make sure of what I saw before posting here. This time the AT gun was present. It was limbered at the back of the halftrack and could be loaded and unloaded with no problem. The gun was definitely there.

    I made no change to my installation between these two tests.

  4. As soon as you know what the enemy is going to do or his set-up, the fun is spoiled. So "no do-overs" is good.

    However, there are numerous instances when one's own side's AI screws up - especially silly pathing issues that cause massive casualties - doors to buildings that are not usable etc. In those instances I think that a do-over of the offending turn(s) is acceptable.

    Sometimes, for sure. But I've found that swallowing those mistakes against the AI (just as I would in a human PBEM) makes the game feel more dramatic.

  5. This glaring deficiency in SMG and assault rifle retrieval has been posted on the forum many times yet the problem persists. Yes I understand that it is theoretically possible that the SMG was damaged somehow but we’ll never know because the game currently won’t allow the collection of SMG’s or assault rifles (unless it is a soldier who is caring only a pistol). Because solders that only have side arms will collect SMG’s and assault rifles we know that it is physically possible for this to process to happen, consequently, this is nothing more than a settings issue.

    Historically, it has been shown that apparently easy things can actually be very difficult at the level of code.

  6. My number one rule for a decent game against the AI is "no do-overs." The temptation is always there to go back to an earlier save and try again when something goes wrong. You can't do this against against a human opponent, and of course the AI can't do it, so don't do it against your poor hapless computer.

    I break this rule all the time.

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