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Kingfish

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Everything posted by Kingfish

  1. Have you made any changes to the game in general since the last time you were able to open the files? Downloaded any mods, or changed any of the prefs? If the answer is yes, then backtrack and convert the game to its original state. If the answer is no, then post your problem in the tech forum and wait for Schullrenhaft to respond. Make sure not to compromise FOW! BTW, where are you in that game turn wise? One more thing, ask your opponent to send me the file. If I can't open it then its a funked-up file, and you'll have to replay the turn.
  2. Have you made any changes to the game in general since the last time you were able to open the files? Downloaded any mods, or changed any of the prefs? If the answer is yes, then backtrack and convert the game to its original state. If the answer is no, then post your problem in the tech forum and wait for Schullrenhaft to respond. Make sure not to compromise FOW! BTW, where are you in that game turn wise? One more thing, ask your opponent to send me the file. If I can't open it then its a funked-up file, and you'll have to replay the turn.
  3. The feedback surpasses what you would get at the depot (no offense to the Admiral). Case in point, I have a CMBO scenario at the depot (the battle for Falaise) with 484 downloads. Not bad when you consider it was released after CMAK. It has one review. On the flip side, South of Vevi was played by 72 players, and so far I have 27 AARs that I can access at Boots and Tracks, with more to come.
  4. The feedback surpasses what you would get at the depot (no offense to the Admiral). Case in point, I have a CMBO scenario at the depot (the battle for Falaise) with 484 downloads. Not bad when you consider it was released after CMAK. It has one review. On the flip side, South of Vevi was played by 72 players, and so far I have 27 AARs that I can access at Boots and Tracks, with more to come.
  5. The feedback surpasses what you would get at the depot (no offense to the Admiral). Case in point, I have a CMBO scenario at the depot (the battle for Falaise) with 484 downloads. Not bad when you consider it was released after CMAK. It has one review. On the flip side, South of Vevi was played by 72 players, and so far I have 27 AARs that I can access at Boots and Tracks, with more to come.
  6. I've tried several times to reproduce this bug, but to no avail. Has anyone else seen this?
  7. I'm working on the ROW I pack as we speak. One down, 5 more to go
  8. You mentioned Raff to the rescue. Did you try my other scenario 'All is fair...'?
  9. No problem, I'll run a couple of tests to see if I can reproduce it. Question: are you positive that the fire that killed the PS teams came from the Churchill I? I note that you were the German player vs the AI, so there may be the possibility that an unseen enemy unit(s) could have been the culprit.
  10. tooz and Joachim, Did your games also have variable endings?
  11. Brent, Any chance you may still have that saved game file? If so, please e-mail it to me, and make sure to include the password. I would like to pass it on to Matt. Address is in my profile
  12. Most times the vehicle would turn off the road just short of the DC mine and try to go around, and if you are a sneaky bastard like flamingknives you could kill them by burying mines on either side. I remember one very rare instance where I killed three vehicles in a column, one right after the other, by the same DC. A 250/1 was the first kill, and a trailing Panther either didn't see the DC, or was going too fast and too close to veer away, and he too died. Seconds later a StuH42 tried to barrel his way thru with the same results. Good thing too, since the only thing standing between those vehicles and my battalion HQ was a lone Piat team.
  13. Check out Andrea's CMBO scenario 'Maltot' at Der Kessel. Excellent.
  14. In reality the mines should be very hard to see, unless whomever laid them out wanted them to be seen. </font>
  15. In reality the mines should be very hard to see, unless whomever laid them out wanted them to be seen. Back in 2001 I asked what people thought of having the option of deploying DC mines during the battle, not just at setup. Here is what John Kettler wrote: Kingfish, I have raised this issue before, but BTS didn't bite. Daisy chain mines, once assembled, are a form of almost instantly deployable mine defense. This defense is, under all but the best conditions, practically invisible. Here's why. Let's say we're British paratroopers. I'm working from memory here, but I seem to recall each man carried a Hawkins (sp?) mine in his pack, specifically for quick creation of roadblocks. This is a small antivehicular mine which will blow the track off a tank and do terrible things to a wheeled vehicle. Our company has just seized a small village, and the expected German counterattack will include armor. Okay, there are a few PIATs, but the gliders with our 6 pdrs. crashed. "Bad luck, old man." Never fear, Sgt. Simpkins will sort us out straightaway. The PIATs cover another set of approaches. "Here's the form. CO wants that bit o' road there (points) mined right off. Out with those mines, lads." You and your section mates open up your packs and each take out something heavy and looking like a wide, low metal brick, doubtless green or dirty brown in color. Think quart turpentine can. Meanwhile Sgt. Simpkins has sent the ubiquitous Pvt. Smith to find him a wire or a rope long enough to not only reach across the road twice but well into the nearby ditch. The mines, being antivehicular, can stand rough handling and are armed after being tied to the rope at intervals close enough to block vehicular passage. The mines are now placed on the far side of the road hidden from the LOS of approaching vehicles. The wire extends from the mine area across the road to the drainage ditch in which you, Pvt. Kingfish have been put by your sergeant. "Now see 'ere, Kingfish. When I give you the signal, and not before, mind, I want you to quickly pull the wire toward you until you feel this rag (or knot) hit your hand. Once you do, stop. Got it?? "Yes, sergeant." In the twilight you notice the sergeant check his Sten and take a few grenades from his battle smock pocket. Your section mates are placed in cover positions in nearby houses. The sergeant and a handpicked man are in ambush positions near you. The task is twofold: make sure you don't blow up the CO's jeep by mistake and initiate the ambush at the instant an enemy vehicle hits the mines once you're ordered to pull them across the road. Skrree! Rumble Rumble Rumble! Skree! "Die Englander ist kaput!" A quiet voice is heard, grimly determined. "Steady on...steady...now, Kingfish!" In scant seconds the mines have been whipped out of their concealment and now lie across the road. Wisely you put your head down as a 251 loaded with Panzergrenadiers comes sailing around the corner and hits a mine. KABOOM! As the stricken vehicle lurches into the wall two grenades add to its woes, followed by the chatter of the Sten, the crack of Enfields and the battle cries of your mates. And what might the Germans have seen right up until you actually pulled the mines onto the road? A wire, no doubt dirtied or greased to make it blend in. Even after they're deployed they're still very hard to spot, especially while under fire. Try this. Take bricks or turpentine cans. Paint them dark green. Go put them in tall grass about three feet apart. What? Can't see them? You can in the game, and from quite a distance. Find an empty dirt road or path and do the same thing. Have a friend place the bricks or cans while you go climb a ten foot tree a hundred yards away. Be sure you have a telescope or binocs. Now hunt for the bricks while bouncing randomly in the tree. Pretty tough, eh. I've done exactly this in CM from the cupola of a Panther at 100m. Repeat this exercise with a muddy jumprope. That's all you'd see until the mines were deployed. My message, Kingfish, is that you're totally correct in your view. I would dearly love for BTS, when the opportunity presents itself, to readdress the modeling of daisy chain mines, in terms of in-battle deployability, but especially detectability. Their proven battlefield effectiveness is nowhere to be seen in game terms. When was the last time you ran onto one of mine? Never, I think. Maybe BTS can at least shut off the strobe lights as a first order fix? Your loyal opposition, John Kettler So as you can see DC mines would have been very difficult to spot, and also easily deployed.
  16. We just sent out last replacement player to the front lines, so if you want a chance to play in the ROW IV finals e-mail me.
  17. Do you mean Wild Bill's Arnhem Op? You can find it at the scenario depot under 'Arnhem - the Red Devils'
  18. No, it will remain the same throughout the entire scenario. The only way you can change LOS conditions is in an Op.
  19. This isn't a solution, since all you are doing is transferring the cost from one screen to another, but not increasing your total allotment. You might free up enough support points for an extra Vickers MG, but end up with one fewer platoon.
  20. There are two types of artillery spotters - wire and radio. The radio team is equipped with a radio backpack and thus can be embarked on a vehicle. The wire teams are connected to the battery by a commo wire, and as they move they string the wire out. Thus they cannot ride in a vehicle, only walk.
  21. Every project has to at some point reach a level of completion that is acceptable to both customer and company. This level may not be acceptable for everyone, but then again show me anything that is acceptable for everyone. CMBB reached that level a while back. Not a perfect product, what is, but clearly acceptable to both parties. The game is solid, and the list of vehicles and unit formations number into the hundreds for both sides.
  22. CMBB is pretty much a done deal, so you won't see anymore patches, especially ones with new vehicles.
  23. Think of a faust as AT ammo, much like a rifle grenade, and as such can be fired by just about anyone in the squad. Zooks, Panzershreks and PIATs are crew served weapons requiring specially trained soldiers to operate. In the CW formations PIATs were organic to the platoons, while Zooks were part of the company TO&E but usually divided up to provide support to the individual platoons / squads.
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