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Kingfish

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Everything posted by Kingfish

  1. Pick June '44 as the date for your DYO. ------------------ The dead know only one thing - it is better to be alive
  2. BTW, I think (not 100% sure) that my A/C and that jeep were the ones that popped your tracks. I don't think it was the troops because they were just entering the bldg, with your tracks on the other side. Plus the way they went, 1-2-3, makes me think that one of my guys let loose with a .50 MG. I don't see one squad hurling three grenades one right after the other and scoring with each. Plus, like i said, they were just entering the bldg so they didn't have LOS.
  3. Maybe........It's because your opponent's own tactical brilliance is so overwhelming that any attempt at resistance would be crushed like the sissy boys that they are! Hey Jeff, don't forget the 3 armoured cars...and the lynx...oh yeah, those other two tracks in the center of town...what else?...did i forget anything? BTW, are we on turn 2 or 3?
  4. ***Spoiler*** * * * * * I'm up around turn #6 as the Canadians. In the very first turn the two RH AT guns popped 5 Mark IVs, a Puma, and a HT, and i'm thinking "Man, this is fun! Should be over soon" And then the tidal wave rolled in.... What remains of my left flank consists of one rifle squad and one Piat team, both pinned. My right flank...what right flank? There is nothing left but big, smoking holes with bodies all around. The three roads are jammed with German vehicles, and the two wheatfields are a sea of grey figures advancing in attack formation. And worse of all, the fields just behind the row of tall pines are filled with German crosses, big and small. have i ever told you how much i love this game ------------------ The dead know only one thing - it is better to be alive
  5. I believe the reason you can't do this is because the way bunkers & PB are coded. Right now they are treated as vehicles, and as such they are given crews to man their weapons. The vehicle coding allows you to choose the placements on the battlefield. If you allowed regular inf. squads to enter and fight inside them, then they are coded as terrain (houses, etc...). Now you lose the ability to place them where ever you choose. Keep in mind, there is a strong possibility that everything i've just written here could be incorrect. I have no first hand knowledge as to how bunkers are coded, i've done no research, have no hard data to back up my statements,and have no clue as to whether what you said can be done. In fact, I could be just flat out wrong. But dammit, don't you know it sounds good. P.S. it also killed ten minutes of my work day, so WTF. Any other questions? ------------------ The dead know only one thing - it is better to be alive
  6. BDW, Looks like you and i played the exact same OP with the exact same results. Check out the thread titled "Warning, Warning!!" by mch. He and i were playing against each other in "Drive to Mortain", i was the Amis. In game 1 i lost 8 vehicles and only made it to the first turn in the road, in game 2 i only made it 2/3 of the way across the map and lost 2 more. During game 2 i destroyed my opponent's AT assets so he chose to retreat off the map and regroup for game 3 (a sound tactic, IMO) However, the OP ended as soon as his last unit exited. At no time did i have my opponent outflanked nor under heavy fire. In fact, i never made contact with his infantry in the second game. Also, after losing so much in the first game, i chose a slow, methodical advance for the second game, so his units were able to withdraw in good condition. I agree with you, it's not right that the game ended so soon. Especially when you consider that my opponent was doing everything right (including retreat to re-group). ------------------ The dead know only one thing - it is better to be alive
  7. I had the same problem in a current PBEM game. I fixed it by reversing the 'track in between two houses with its ass pointing towards the enemy, but far enough to allow the gun to cover a reasonable arc. ------------------ The dead know only one thing - it is better to be alive
  8. A PVC pipe attached to a garden hose, sticking out of a back pack became a flamethrower. Odd pieces of wood nailed/taped togther were our rifles. Pine cones were grenades. Old Broom handles were Bazookas. Construction hardhats became our helmets. We even dragged a broken CB radio around to call in arty and airstrikes. Deep in the woods of South Florida, we assaulted 'Tiger' tanks (abandoned junk cars). We defended against waves of fanatical Nazis in out impenetrable bunkers (2 sawhorses, side by side, with plywood nailed on top and sides). We fought hand to hand in the trenches (irrigation ditches). We stormed Omaha beach (6 kids and a half blind black lab crammed inside an old johnboat). We were the Champions of the free world, willing to die for our brothers in arms (as long as he went first), willing to survive on no rations (until the ice cream truck came by), willing to endure hours of non-stop bloody combat (until the Mexican kid showed up with the soccer ball) all for Mom, apple pie, and the freedom to one day play a 1-2 player, turn-based, simultaneous-execution 3D simulation of WWII tactical warfare on a computer! Gentlemen, to arms!!! ------------------ The dead know only one thing - it is better to be alive
  9. It was my first PBEM of the game. I was the allies and got my ass handed to me. Tried it again, same side only this time against the AI (Tac win). I won't spoil it for you, but i will give you some advice: don't let your losses rattle you. It's 25 turns so there is plenty of time to turns things around if it hits the fan. I'll be willing to PBEM if you like. You choose the side. My e-mail address is in my profile. ------------------ The dead know only one thing - it is better to be alive
  10. I won as the amis in a blind PBEM. IMO, it can be done, but is difficult. ------------------ The dead know only one thing - it is better to be alive
  11. Hello Moon Yes it does make sense, and good to know. It clears up some confusion i had earlier. Thanx for your response ------------------ The dead know only one thing - it is better to be alive
  12. <BLOCKQUOTE>quote:</font><HR>Originally posted by WildBill: And no, you don't HAVE to exit crews to have your vehicles remanned. The chance remains the same. (If that's what it says in the manual, then I'm sorry - must be a mistake). However, by exiting them you do deny the opponent the chance to kill them. Martin ------------- <HR></BLOCKQUOTE> Ok, just so i understand it, it is not necessary to exit your crews off the map in order to reman your reparied tanks. They can stay in place if i so choose, or at least walk back towards the friendly map edge. Did i get that right? Also, did he say anything about my #3 question? ------------------ The dead know only one thing - it is better to be alive
  13. Doc, Don't tell me you're home right now, with plenty of free time, waiting to exchange files. BTW, did you get my M.A.D. e-mail? ------------------ The dead know only one thing - it is better to be alive
  14. Always so refreshing to see new members join our flock, especially ones chock full of attitude. ------------------ The dead know only one thing - it is better to be alive
  15. Being the lead designer/tester i wonder if you could spare a moment and answer a few questions. I posted the following in another forum, but haven't had much luck with responses. Here it is: >>>Greetings gents, Just need a little clarification re: getting crews of abandoned or KO'd (not brewed-up) vehicles off map. 1)I understand that crews that exit off the map edge during an operation are eligible for re-entry, assuming of course their vehicles are recovered and repaired. But what i don't know for sure is do they have to make it to the far edge before games end to be eligible. Consider a current PBEM game i'm playing. I advance a force of tanks and HTs across the map. As the game progresses i advance farther away from the "friendly" map edge. I then lose a tank near the end of the game, and immediatly command the crew to make for the edge. If he didn't make it to the edge before the clock runs out is he still eligible? 2)In the second game of the operation a portion of the old map is attached to the new map. If the crews were in the old portion that was "deleted" are they considered exited, even though they didn't make it to the edge? 3) In the second game several vehicles were KO'd in the portion of the old map that was used in game 1. Once game 3 starts and the game 1 portion is deleted will these vehicles become eligible for recovery and repair, assuming the crews were exited. I did a search and had several other questions answered, but not these. Likewise the manual only says to exit the crews ASAP but doesn't specify what "exit" means. Any and all responses are welcomed<<< Thank you for your time ------------------ The dead know only one thing - it is better to be alive
  16. Hey Doc, You need to give me an extra turn or two in our game. I did a count of all your brewed-up vehicles and realized i don't have enough potatos to cover them all. I have a truck load arriving shortly but even that might not be enough ------------------ The dead know only one thing - it is better to be alive
  17. Bumping this one up in the hopes that a Beta tester or BTS can respond. ------------------ The dead know only one thing - it is better to be alive
  18. <BLOCKQUOTE>quote:</font><HR>Originally posted by Jeff Heidman: Also, has anyone ever seen an AFV fire its main gun at infantry without being explicitly ordered to? Jeff Heidman<HR></BLOCKQUOTE> Oh yes, many, many times ------------------ The dead know only one thing - it is better to be alive
  19. Greetings gents, Just need a little clarification re: getting crews of abandoned or KO'd (not brewed-up) vehicles off map. 1)I understand that crews that exit off the map edge during an operation are eligible for re-entry, assuming of course their vehicles are recoved and repaired. But what i don't know for sure is do they have to make it to the far edge before games end to be eligible. Consider a current PBEM game i'm playing. I advance a force of tanks and HTs across the map. As the game progresses i advance farther away from the "friendly" map edge. I then lose a tank near the end of the game, and immediatly command the crew to make for the edge. If he didn't make it to the edge before the clock runs out is he still eligible? 2)In the second game of the operation a portion of the old map is attached to the new map. If the crews were in the old portion that was "deleted" are they considered exited, even though they didn't make it to the edge? 3) In the second game several vehicles were KO'd in the portion of the old map that was used in game 1. Once game 3 starts and the game 1 portion is deleted will these vehicles become eligible for recovery and repair, assuming the crews were exited. I did a search and had several other questions answered, but not these. Likewise the manual only says to exit the crews ASAP but doesn't specify what "exit" means. Any and all responses are welcomed ------------------ The dead know only one thing - it is better to be alive
  20. The easiest way to give crews self-defense capabilitles but ensure they don't join the grunts in assaults is to give them a "low" ammo rating. This way they only fire in self defense. ------------------ The dead know only one thing - it is better to be alive
  21. Greetings gents, Just need a little clarification re: getting crews of abandoned or KO'd (not brewed-up) vehicles off map. 1)I understand that crews that exit off the map edge during an operation are eligible for re-entry, assuming of course their vehicles are recoved and repaired. But what i don't know for sure is do they have to make it to the far edge before games end to be eligible. Consider a current PBEM game i'm playing. I advance a force of tanks and HTs across the map. As the game progresses i advance farther away from the "friendly" map edge. I then lose a tank near the end of the game, and immediatly command the crew to make for the edge. If he didn't make it to the edge before the clock runs out is he still eligible? 2)In the second game of the operation a portion of the old map is attached to the new map. If the crews were in the old portion that was "deleted" are they considered exited, even though they didn't make it to the edge? 3) In the second game several vehicles were KO'd in the portion of the old map that was used in game 1. Once game 3 starts and the game 1 portion is deleted will these vehicles become eligible for recovery and repair, assuming the crews were exited. I did a search and had several other questions answered, but not these. Likewise the manual only says to exit the crews ASAP but doesn't specify what "exit" means. Any and all responses are welcomed ------------------ The dead know only one thing - it is better to be alive
  22. Then Jarmo, IMO , you have discovered...A bug! Have you considered sending the file to Charles?
  23. John, That post is a thing of beauty. Pure and simple, a classic. And to think you probably whipped it up in a few minutes without much effort. Wow! I strongly recommend that BTS have you contribute in some way (Manual, advertisments, etc...) to future projects. Talent like that can really benefit this game. ------------------ The dead know only one thing - it is better to be alive
  24. I'm currently playing a PBEM game in which i hid a sharpshooter in woods as a "stay behind" troop. My opponents infantry advanced thru without discovering him. A little while later 2 teams of arty FO's came along and the sharpshooter got them both! If you compare the price of one sharpshooter against the amount of firepower those FO's could have brought down on my men, i'd say i got an excellent return for my money. ------------------ The dead know only one thing - it is better to be alive
  25. I see your point, and agree. I skimmed over the 2 kilo part without reading it. You mentioned that you had mortars and arty hitting the hill. Did they also stop firing once the gun was KO'd? ------------------ The dead know only one thing - it is better to be alive
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