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Kingfish

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Everything posted by Kingfish

  1. Remember that I am available as a relay if need be. My fees are reasonable, and I do accept most major credit cards.
  2. Actually, I would think the African Elephant as being the king. Hippos have been known to be taken down by Lions or large Crocs, while no one is going to mess with a fully grown bull Elephant
  3. Close. Because of their wide impacts, the best time to use rockets is when your own units are as far away from the front lines as possible. Therefore, whatever morale effects the rockets had on the enemy will have been overcomed by the time your own units reach their attack positions. Think of rockets as weapons that will soften up the enemy positions over a wide area. Guns will be taken out, vehicles destroyed, houses damaged or completely leveled, and of course losses to the enemy infantry.
  4. For CMx2 there will be a new system that will have each shot calculation sent to me for review. I, and only I, will then determine if the shot misses or hits, and what level of penetration. I then will forward my determination to the player's computers to resolve the issue.
  5. Regardless of whether you are on the attack or defense, the best time to use Rockets is early in the fight, and targeted deep into the other side's territory. This will limit your own losses from "shorts". As the defender use rockets as spoilers against your opponent's impending attack. Even if the strike doesn't cause many casualties it will cause disruption, forcing him to spend precious time reorganizing his shocked units. As the attacker they work well in prep barrages, either alone or in conjunction with regular tube artillery, with the latter concentrating on point targets.
  6. Next to G.I. Combat, this is Madmatt's favorite turn based PC game
  7. A couple that come to mind: Cintheaux - Totalize by the Desert Fox(CMBO) Little Stalingrad by Michael Dorosh (CMAK) I'll add more as I remember them. Others I'm sure will add to this thread. Now, if I could just get off my ass and finish my St. Lambert scenarios I may just add my own to the list.
  8. Which means nothing if both sides are given the same experience level. As far as CM is concerned a regular Russian tank crew is equal to a regular German tank crew. The equipment is certainly different, and will contribute to how each crew will function on a battlefield, but on a man vs man basis they are identical. Which again means nothing if we are looking at a tank vs tank engagement. It's not like Ivan is waiting for permission to fire in the tests outlined above.
  9. Keep in mind the terrain conditions, and what effect it will have on a unit's movement. I recently played a random CMBB QB against the AI, and the terrain the computer chose was deep snow on a medium sized map. I waited 30 turns without seeing an enemy unit. At game's end I viewed the map, and there was well over a battalion of Guards infantry, almost all of which were tired / weary / exhausted, struggling to make it to my positions. I think only two units had made it past the halfway point on the map.
  10. No. You can only add a hide to the tail end of the movement commands (move, fast, move to contact, etc).
  11. Click on the boat and hit the backspace key. That will eliminate any orders still active. Now embark your troops and issue new move orders to your boats.
  12. If I understand your situation correctly, you had several squads pushing boats across land, and when they came under fire they ran off leaving the boats. You then tried to re-embark the men, but for some reason the men wouldn't actually embark. They got in the boat but the graphic showed them still running, not sitting down. Did I get that right? If so, then the thing to do is delete the move orders for the boats (click on boat, then hit the backspace key). Now embark the troops and issue the boat new move orders. What you experience is not a bug, per se. Boats in CM require an infantry unit to move them. When your squads panicked and ran off it left the boats with its original move order in place, but without the means to actually move across the map. When the squad tried to re-embark it couldn't because the boat was "in movement" as far as the computer was concerned, and infantry units cannot embark on a transport that is moving.
  13. That depends on many variables. Date, range and battlefield conditions are some to consider. For instance, if the year is late '42, range is over 2 kms and the map is flat, wide open steppes then the Soviet tanks will experience difficulties, since their inferior 76.2mm guns will only penetrate a Tiger's hide from very close up. However, if you were to change just one variable, say from flat steppes to rolling terrain w/ patches of scattered trees, then the Soviet's chances improve. Not dramatically, the Tiger will still rule, but now the Soviet can use the terrain to his advantage. If you were to change the parameters again to late '44 then the Soviet's chances do improve dramatically. Now the majority of Soviet tanks are fielding much more powerful guns, such as the 85mm with Tungsten rounds, or the 122mm equipped ISU tank destroyers.
  14. Hows about a little update, hmmmm? We are approaching the halfway mark, and so far have received scores from the following people: Wet Triangle Nefarious - Yacinator Renaud - Stikkypixxie Vadr - Green as Jade Green Hornet - Jbertles Elmar Bijlsma - mPisi a1Steaks - Treeburst155 Cpt T - Bigdog Tabpub - Kanonier Reichmann Kenfedoroff - The Enigma Simovitch - Stoneage Cuzn_JG14 - John O Sripe - Flammenwerfer Mick OZ - Steve S Ted - Lt Bull Andrew Kulin - Panzertwat Combined Arms - Frenchy Dangerous Dave - Michael Dorosh Pitt Panther31 - The Capt Sleekit - Platehead Redwolf - Melnibone 19/36 - 52% Push to Maleme Stikkypixie - Steve McClaire Green as Jade - Green Hornet Vadr - Alkiviadis Gtimthane - Jbertles Walpurgis Nacht - Bigdog Sandy - Kanonier Reichmann Simovitch - Kenfedoroff JonS - DawgBonz Flammenwerfer - Malakovski Lt Bull - DieselTaylor FoxholeRob - Mick OZ Panzertwat - Merkin Muffley Platehead - GSX The Capt - Dangerous Dave 13/36 - 36% Highlanders in Hell Nefarious - Steve McClaire Green Hornet - Vadr Gtimthane - Green as Jade Bigdog - Treeburst155 Simovitch - Other means Cuzn_JG14 - JonS Larry Thorne - Malakovski Mick OZ - Ted Lt Bull - FoxholeRob DieselTaylor - Steve S Combined Arms - Merkin Muffley Frenchy - Andrew Kulin The Capt - Platehead Sleekit - Dangerous Dave Londoner - Melnibone 15/36 - 41% St. Edward's Sanitorium Renaud - Nefarious Jbertles - Vadr Gtimthane - Green Hornet Walpurgis Nacht - a1Steaks Simovitch - The Enigma FGM_Smashing - Malakovski Mick OZ - Lt Bull Steve S - FoxholeRob Merkin Muffley - Frenchy Platehead - Dangerous Dave 10/36 - 27% Across Moltke Bridge Steve McClaire - Renaud Vadr - Gtimthane Green as Jade - Jbertles Green Hornet - ded Walpurgis Nacht - Treeburst155 DawgBonz - Cuzn_JG14 Sripe - Malakovski Lt Bull - Steve S DieselTaylor - Mick OZ Andrew Kulin - Merkin Muffley Michael Dorosh - Platehead Melnibone - Jim Crowley 12/36 - 33% Score submissions have dropped off in a big way, and I am hoping that this is not an indication of people losing interest and letting their games fall by the wayside. I would rather think that most, if not all, of the remaining games are proceeding at a good clip and I will soon be rewarded with more scores. Remember, the scoring program cannot handle incomplete games. I must have all the scores to properly run the program. If that means me having to finish games for some people, so be it, but I would much rather have you all do it. A quick look at the percentage yet to be completed, and the time remaining, should make you understand why.
  15. The soon to be released 1.04 patch will include two new FOW settings - deceptive and dirty lies.
  16. Wild Bill's "Far from over - Paderborn". It is a CMBO scenario
  17. No point in losing more infantry just to get another light vehicle. Call it a day.
  18. All the armor penetration data I can find suggests that the 37mm equipped Stuart or M8 greyhound would struggle to penetrate a Tiger frontally (and without Tungsten ammo to boot), yet in CMBO...
  19. Agreed, but at some point the Russian high command did adopt the strategy to encircle 6th army, and began assembling reserves. My question was if those reserves were instead committed into the city itself, would the Germans had been able to capture and hold 95% of the city. Keep in mind that 6th army was bled white by Russian forces that themselves were bled white. What do you think the outcome would have been had the Russians sent in an additional 20-30,000 men?
  20. Could it be that the reason the Germans captured 95% of the city was because the Russians committed most of their reserves to the flanking counterattacks?
  21. The Stalingrad Pack My personal favorites are "The Library", "Tatinskaya raid" & "Our backs to the Volga" for scenarios. For Ops I would suggest playing "To the Bitter end" or "Der Manstein Kommt".
  22. 1) How does one determine LOS when placing units in setup? 2) Is there a way of changing the firepower exchanges for a unit so as to speed up the game play. For instance, a T80 firing on an infantry team will shoot 3 times (1 each for main gun, heavy MG and light MG). Is there any way to change this so that the FP rating for all 3 weapons are applied once per engagment?
  23. HQs with combat bonuses also contribute to a squad's FP.
  24. [shameless plug] Look for the "Staffordshire scenario pack" in the CMBO scenario section of the depot. 3 medium to large sized scenarios and 2 large Ops which are arranged in chronological order. You can also download the Stalingrad, Kursk, ROW III and CMAK TCP Packs from Boots and Tracks. [/shameless plug]
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