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Kingfish

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Everything posted by Kingfish

  1. Zoom in on the sign that marks the minefield. The AP mines will say "Achtung Minen!" while the AT mines will say "Achtung Minen! Panzer!" Each minefield is a 20m x 20m square, so the vehicle / unit is in danger anywhere within that square, not just in the center where the marker is.
  2. First off, are you sure they are going over AT mines? There are two types of mines in that scenario, one for vehicles (AT) and the other for infantry (AP).
  3. Ask, and ye shall receive... The Kursk Scenario Pack You have a choice of either downloading the entire pack, or just Franko's op seperately. D/L link is near the bottom.
  4. Rune's monster scenario 'Totensonntag' features the following rouge's gallery: Maj Theron (Winecape) Sgt Faller (Madmatt) Sgt Sowden (JonS) Lt Tankersley (Leland Tankersley) Sgt Salt (John Salt) Leland's name has been part of the code since the CMBO days, and Matt's name has shown up on a few other CMAK scenarios, so he's in there as well. The others I think were editted in by Rune.
  5. The broken car analogy is incorrect, as there is nothing 'broken' about the Ops on the CD. They were designed with the same editor that everyone else has, so implying that they are broken means everyone else's would be as well. The favorite band producing a duff album is a better analogy, be even here you seem to be missing the point. Ops, just like songs on an album, are a representation of the artist's best efforts. Some will be smashing successes, other complete duds. However, keep in mind that this is all based on the listener's (or player in this case) opinion. I may not like the third song on the 'B' side, yet the next guy might want to hear it every 10 minutes. The scenarios and Ops are the same as songs on an album. I may not like scenario 'X', but who am I to say it is crap and needs fixing? Or that this designer isn't as good as the next one?
  6. Feel free to ask here, or start your own thread. You can also e-mail me directly, I will try to help as best I can. Either way you will not have your head twisted off. Anyone who is willing to contribute to the game in a positive way should get all the support and encouragement he needs.
  7. Your attitude gurantees one thing - your work will not be appreciated, no matter how much time and effort you put into it. No one likes a whiner, even less one who thinks his work will be far superior in quality. Tell me, given the fact that you are using the exact same editor that everyone else has, how will your work be better?
  8. Don't assault the PB. Just move your men to a spot about 10 meters behind it and leave them alone. They will automatically begin chucking grenades at it, and over time the crew will bail. You may also want to bring up a bazooka team (again from behind) to try blasting open the back door.
  9. According to this site, Hungary participated in the invasion of Russia, but withdrew in Nov '41 due to heavy losses. They returned in April of '42, but again had to withdraw after the disasters around Stalingrad, where most of her army was lost. She didn't return again until '44, and fought until early '45. Like Panzerman said, she never switched sides.
  10. It may not be fiction, but its also not as common as you are implying. I was a beta tester, and during that time I didn't see anything out of the ordinary with regards to gun-damaging hits. This was after having played dozens of scenarios and QBs. Nor did the other testers, otherwise we would have alerted each other, and to send in bug reports if a problem actually existed.
  11. Unless the code has been radically changed for CMAK, infantry units can not detect AT mines. The only way to do so would be to have a vehicle move over it and set a mine off. Likewise, to detect an AP minefield you need to have an infantry unit set one off. Daisy chain mines are the exception, as they are laid above ground and thus easily spotted.
  12. Keep in mind that tanks are a lot harder to kill in CMAK, and thus are shot at a lot more. This means a much greater chance of suffering damage to the gun.
  13. A much more effective work around is to issue a 'move to contact' with a delay, so that it begins to move with only 5-10 seconds left in the turn. If it encounters an enemy unit it will stop automatically to engage, and most likely will do so from a hull down position. If not it will continue until it reaches its destination, but the delay means it will only be exposed for a few seconds in that turn. When the next turn begins you issue a reverse order and scoot him back into cover. If done correctly it should only be exposed for 10 seconds tops (5 each turn)
  14. Mirv is correct, they are ranging shots fired from the co-axial MG.
  15. Does anyone know what the status is on this tournament? Is it still ongoing? I e-mailed Cyberfox a week or so ago but have not received a reply. Thanks
  16. If you think this scenario is good then you should try his newest - Well of souls. What a freakin' blast that was to play, and against the A.I. no less!
  17. Unless the second round is packing more explosives (and thus releases more kinetic energy) I can't see how the second shell will propel the first dust cloud any higher. As I see it, it will only create the same dust cloud in terms of size and duration, only now twice as dense.
  18. Check the elevation of not only where the building is, but the adjoining tiles around it. If there is a steep drop in elevations between where the building is and whats next to it then the building won't show on the screen, even though it shows in the editor.
  19. I'm hardly a smart-type, more like smart-ass, but i can answer this since I asked the same thing when I beta tested. Steve explained that the American HQ units were indeed large formations.
  20. I have just finished a scenario set in Greece, April '41, am about to start another, and am planning on doing one (or two) set in Norway. The skys the limit
  21. 74 seems high to me. That means each company gets 24, or looking at it another way, each platoon gets 8. Even if we skim off 20% for headquarter staff or rear area security it still means each platoon gets 5-6 zooks. Edit: this site shows a total of 35. 2 for the Bn HQ 2 for each Co HQ = 6 3 per rifle platoon = 27 [ December 04, 2003, 06:54 PM: Message edited by: Kingfish ]
  22. 74 seems high to me. That means each company gets 24, or looking at it another way, each platoon gets 8. Even if we skim off 20% for headquarter staff or rear area security it still means each platoon gets 5-6 zooks. Edit: this site shows a total of 35. 2 for the Bn HQ 2 for each Co HQ = 6 3 per rifle platoon = 27 [ December 04, 2003, 06:54 PM: Message edited by: Kingfish ]
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