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Dragon-6

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  • Location
    USA
  • Interests
    Wargaming, Military History
  • Occupation
    U.S. Army (Armor Captain)

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  1. Thanks for the info. I'll probably not be able to upgrade RAM and my video card at the same time. Which would you recommend I start with. Thanks, Tom
  2. Howdy Folks, I love this game. The small scenarios run smoothly on my system, but medium and larger games "skip" in execution. The clock skips from 11, 43 ...60 ect. When this happens the 60 sec turn takes a lot longer than a miuite to "play." I believe that I need to upgade my sysetem to better run CM. My current system: 333mx Celeron, 32 RAM, 2 GB gard drive ATI Rago Pro 8mb graphics card What would be the best way to upgarde, more RAM? Bigger Video card? I'd really want to make only the minimum neccesssary upgardes to get big games in CM to run smoothly. Thanks, Tom
  3. I played "Fear in the Fog" a few days ago. It was perfectly clear to me that I would be cutting across the the axis of the enenmy (I played the US). I thought it was fairly well described in the scenario description/mission brief. The German exit zone also hinted to in which direction the Germans would move.
  4. When I first started playing the demo, I had a little difficulty (lost). But since I have been playing the full game, I have found that I pretty routinely score in the 70's. I even had one game where it appeared that the computer shelled its own forces. But it still a lot of fun to play.
  5. I just finished "Fear in the Fog" last night. My sysetem did not support fog graphics (It was just white out) so I hit the Shift-W to trun it off. I end up with 98 points in 18 turns. I played the US and all the Volksgrenadiers were dead or captured at game's end. This was my best game performance of CM to date. Did turning off the fog graphics also turn off the fog's effects? I often get score against a computer opponet over 70, but this just seemed too unbalanced. Would the Fog have helped the Germans?
  6. I love the demo and eagerly await my full version. The direct fire fights seem on target to me, but the indirect fight appears artificial. I'd like to see any leader being able to call in Indirect Fires but at a much longer delay and with less accuracy that with FOs. I also think its a little awakward having 4 FOs to support a single reinforced Company (ala US side Demo Scenario #2). An FO should have access over the Artillery nets to all available fire support, one FO should be able to handle all fire request for a single company sized maneuver unit. Basically artilley allocation needs to work like this: - A "force" has a certain known number of dedicated Fire Suport Missions. - A single FO can call in any of these. - A Company commander can call on these but at a longer delay (except maybe from the BN's Mortar PLT). - A Platoon Leader can call in fires at even a great delay than a Co HQ and may not have access to any fires outside of those dedicated to support th BN. - Finally, even if the "Force's" dedicated fire missions have been exhusted, FOs and leaders should still be able to request fires, with some random factor determining if that fire mission is shot by other FA/Mortars/Air Support assets. Coversely even some of of the "dedicated" fire missions may be stripped away on occasion. Basically, you have three kinds of fire support: Organic (Bn Mortars), Direct Support (Field guns dedicated to support a specified maneuver unit), and General Support (Guns that are in range to support, but may have other priorities). The game only address the first two, and besides caliber of the rounds there is no difference in the processing of those fires. I leave you with these final thoughts on Indirect Fire Support: - Calling for indierect fire is a basic leader skill (at least as far down as you have commo). - Artillery is never held in resreve (They want to shoot what ever mission they can get)
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