Kingfish
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Posts posted by Kingfish
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Sly,
How many scenarios do you need for round 2?
Is 35 turns the absolute limit?
Is there a limit on points?
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Really? Could be typos on my part. The locations were chosen randomly from google maps, as was the case in the other two scenarios. However, at least with the Dutch scenario I chose the towns from a more localized area of the Netherlands, as opposed to say St. Saulon where I picked from literally all over France.Originally posted by Bert Hamoen:As a picky dutchman I must point out that there are a few minor spellingmistakes in some of the names in the Dutch scenario.
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It stands for the length of the barrel, but that figure is derived by taking the shell's diameter and multiplying by the number listed. For instance, the standard Sherman fields a 75mm L/38, which works out to a barrel length of about 2850mm (75mm x 38) or a little over 9 ft.Originally posted by FragerZ:I have no idea what 'L/71' and all those other numbers by a tank's gun when you purchase it. So, what do they mean?
Depends. Are you going up against a battalion of bellicose penguins?Oh, and is self-propelled artillery good?
Chances are it will be one milisecond slower that whatever is firing at them. Telle est guerre !I'm never purchased one, how quickly do they fire?
Either that or rearrange the furniture into some faggy, art-deco motif.will they destroy a building in one hit?
Worse, its a frickin' shark with a laser beam, with a ninja riding on top, and the ninja's hair is on fire.is it like a truck with a missle on it, or what? -
The third and final should be done today. Would have had it sooner but I've been run over by a steamroller of a cold. In any event all that is needed are the briefings.
Edit: Third scenario has been sent. Good luck to all.
[ February 24, 2008, 01:43 PM: Message edited by: Kingfish ]
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You've answered your own question:Originally posted by malfuriouspete:Can anyone explain to me why on earth would these infantrymen start shooting at such a dangerous tank?
The tank, at that moment, was opened up and perhaps they were firing at the exposed crewman
The best way is to have them hide all the while in command range of an HQ unit with good stealth bonus. Even so, that is no guarantee. Tank commanders are high value targets, and may prove too irresitable in some cases.How do I get my troops to wait until the enemy is closer before engaging or do I have to micromanage my squads
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Sly,
The first of three scenarios is available. Just let me know where to send it to. My e-mail address is in my profile.
The other two are awaiting briefings, but everything else is complete.
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Actually, at the moment I have two at about 90% completion (need briefings), two more at about 50% (map is complete and have settled on a theme, but need to add forces and briefings) and one more at about 25% (forces and theme selected but needs map and briefing).Originally posted by slysniper:Forth, I have not emailed Kingfish yet, but from his statement, I count that as one or two scenario's, that is not close to 6 as of yet.
The first two at 90% are fictional British attack in the Netherlands and historical German attack in the Ardennes. The two 50% are both fictional, one features a Polish attack in Belgium (may change) and combination meeting engagement / German attack in Normandy. The final one is a semi-historical American attack in Brittany.
That should provide a nice variety of forces, region and time frame.
I've taken advantage of maps designed by others to give me a head start, and the ones I've chosen are very nice.
That said, I agree with Sly about waiting to see how this all shakes out. The responses so far have been encouraging, hopefully we can add to it.
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Yes, but look at the bright side, an AT or AP minefield in CM covers an area 20m x 20m. Once found a single demo charge from an Engineer unit will clear the entire field. That goes a long way towards balancing the effect of the "invisible" field.Originally posted by foamy:Does this mean that we have to have mines blow up on our units before we know where they are.
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I may be able to help. A while back I started designing a series of scenarios which I had planned on submitting as a small pack. The central theme was that each side was limited to only 1000 points, with an emphasis on presenting different situations and challenges for both players. Although these were built in CMAK, it should be no problem to convert the pick of the litter to CMBO as long as forces are compatible. I may be able to submit 2-3 scenarios.
Would this be of interest to you all?
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I would recommend looking into the battle around the Migano gap. You could basically choose any battalion out of the 3 US divisions and follow it as it fought its way northward.
Here are two web articles which would help with research:
From the Volturno to the Winter Line
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Is that TF Butler the scenario or TF Butler the Op?
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The TO&E of a standard infantry battalion usually included an AT platoon.Originally posted by Armchair Private:Most (all?) WWII infantry divisions that I have read about included an antitank battalion, and I am not aware of any smaller infantry formations that included organic antitank guns (other than the late-war German Sturm company modeled in CMBB).
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Thank you Jason. I was wondering why they were available when as you said the US had phased them out, and the Brits were already well stocked with better AFVs.
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Just where exactly did this vehicle fit in the British OOB? I see that it can be purchased from the armor section all the way up to the end of the war.
In contrast, the equivalent American unit is listed in the vehicle section, and with the exception of the AA variants all other gun-armed HTs are no longer available after Feb '44.
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August 7th, 1942. Exactly 7 months to the day that Japanese dive bombers wheeled over the US Fleet at Pearl Harbor, the US is taking the offensive. In the pre-dawn hours an armada of over fifty warships and transports sailed quietly into Ironbottom Sound. On board the transports were over 20,000 men of the reinforced US 1st Marine Division. Their primary objective was the capture of two Japanese installations - the airfield, still under construction, on the Island of Guadacanal and the harbor on Tulagi, a smaller island located directly across the sound.
In addition, the Marines were also assigned two secondary objectives on that day. The first was the landings at two points on Florida Island so as to protect the landings at Tulagi. This was accomplish by elements of the 2nd Marine Regiment without loss, and were withdrawn later in the day.
The second was the capture of two small islands located in the southeastern end of Tulagi harbor. These islands, Gavutu at only 500 yards long, and the even smaller Tanambogo, were connected together by a concrete causeway. Aerial Reconnaisance had discovered a Japanese seaplance base on Gavutu, and it's proximity to Tulagi meant it would pose a threat to the landings, so the US 1st Marine Parachute battalion was assigned its capture.
At exactly 1000 hours, August 7th, 1942 the Anti-aircraft Cruiser USS San Juan, accompanied by the Destroyers Buchanan and Monssen, opened fire on Gavutu island. At about the same time the men of the 1st Marine Parachute battalion began lowering themselves down the nets from the USS Neville and onto their assigned landing crafts. At about 1026 hours the first wave of boats left the assembly area and began the 7-mile run to the designated landing zone. Following behind in 5-minute intervals were the other two assault waves. The naval bombardment continued up until the boats were 100 yards offshore, at which point the fire lifted for the final run to the beach. Under sporadic incoming fire, the first boats grounded just to the east of the concrete causeway and near the demolished seaplane ramps. The time was 1200 plus 15 seconds.
The long and bloody road to Tokyo had just begun...
How about some pics?
This is a view looking to the Northeast, with Gavutu to your right and Tanambogo on the left. The small islet of Gaomi is in the far distance. To the extreme left of the pic you see the three ships of Fire Support Group MIKE.
The view from the fire control director onboard USS San Juan. Florida Island is on the horizon.
A 500 ft causeway connected Gavutu and Tanambogo. Here we are looking down it from Tanambogo.
The battle begins with a thunderous barrage from Fire Support Group MIKE. This view is again from the USS San Juan. Tiny Gavutu is shrouded in dust from the solid hammering it is receiving. Already fires have broken out across the Island.
In addition to the naval guns the opening barrage also included air support from dive bombers stationed onboard USS Wasp, one of three American aircraft carriers assigned to support the landings. Here we see the shadow of a Dauntless dive bomber as it wheels over a suspected gun position on Tanambogo. In the distance Gavutu burns.
The next pic shows the bomb landing short. Did the resulting blast and shrapnel knock out whatever was inside the sandbags, or did the bomb fall too far away? The Marines will soon find out.
Send in the Marines! The first wave from the 1st Marine Parachute Battalion have landed at the demolished seaplane ramps on Gavutu. What kind of reception awaits them inside the blasted palm trees? Dare to find out? Then go here
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It's the abstact representation of the unit using a self-defense fire arm (could be a pistol or rifle). This was implemented after we several discussions back in the CMBO days about units such as sharpshooters and heavy weapons teams not being able to defend themselves.Originally posted by Der Kuenstler:Does anyone know what this behavior is supposed to model?
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Neither. That was one of Moon's creations.
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Salerno scenarios that I know of:Originally posted by Alsatian:And the word Salerno is not found anywhere at the Scenario Depot. Nor Avalanche. Using google anyway.
The Creek (already mentioed by Andreas)
A Walk in the Sun
Winter Line scenarios:
A Mountain Reteat
Bare Arse Ridge
Pantano Knobs
Point 441
Prelude to Anzio
Anzio scenarios:
A Ranger's last stand
Brits at Anzio
Operations:
Castleforte (Gustav Line)
Island Hill (Winter Line)
Little Stalingrad (Winter / Gustav line)
Rush of Jousts (Anzio)
Santa Maria Infante (Gustav Line)
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No, the original question was:Originally posted by Mad Russian:Let's just take that comment right there at face value. If you have no doubt the AI gives you a better game with the CEB increased isn't that what the original question was?
Does it change the game? Yes.Originally posted by rocketman:In what sense does the adjustment to AI (+1,+2,+3) change the game? How will you tell that the AI got "smarter"? What aspect of AI decisions will improve most significantly?
Does it make it smarter? No.
Consider that it is called Computer Experience Bonus, not Computer Intelligence Bonus.
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I have no doubt that you get a better game out of the AI when the CEB is increased, but that is a function of the AI using better functioning troops rather than making smarter decisions.Originally posted by Mad Russian:I've tried the same scenario with both just higher experience levels and then adding the higher level CEB. The best game play I get out of the AI is with the higher level CEB.
IMO, the AI will still act as predictably with regards to battlefield tactics. When on the attack it will still choose the one axis of advance. When on the defense it will leave 300 point flags unguarded while it launches piece-meal counterattacks in an attempt to recapture a 100 pt flag.
Now, having said all that, I do acknowledge a marked improvement over the AI's performance when comparing CMBO to CMAK. In the latter's case the AI will actually deploy armor in overwatch while the infantry screens forward. The infantry employs cover fire in support of advancing elements. Heavy weapons deploy to cover the main attack. Artillery spotters actually call in strikes, both prep and in response to battle situations. All this is observed in games with and without CEB, only you get a much better version of it obviously with it.
BTW, thanks for the pub. I appreciate it.
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I don't think the CEB was intended for designer scenarios as much as it was for quick battles, where the players are restricted to a point limit.Originally posted by Mad Russian:If all that needs be done is to raise the experience levels the designer can do that simply. I could make all the troops in the scenario at say crack or elite and then there wouldn't be a need for a CEB setting in the first place. Much easier for BFC to do that as well. Just put a statement in the rules booklet. Instead of all the programming and development time to actually add the CEB setting in the editor.
Your points are valid and worth considering, but lets look at it another way. If BFC was able to code a function in the game that made the AI perform better and smarter with a simple click of the mouse, then why not have that function be the overlying code for the entire game?
IOW, if it is universally understood that a smarter AI is a huge selling point, why would they code it so you can only get it as a selectable option, one that few people really use?
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As Jason stated, you'll still get the same behavior out of the AI regardless of the raised level, only it now has better preforming troops in which to execute those orders.
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240mm, or 9.45", is the largest calibur round the allies can deliver in that scenario. 14" is representative of NGS from battleships, which unfortunately didn't (and still doesn't) have the range to reach the Eagle's Lair.Originally posted by costard:CMBO "Clash of Eagles" you get to throw 14 inch against AT pillboxes...
Has Fire on the Mountain been converted to CMAK?
in Combat Mission: Afrika Korps
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AFAIK, it has not. If you can wait until this weekend I will convert it for you.