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securityguard

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Everything posted by securityguard

  1. Doesn't that seem unnecessary, considering the entire point of the campaign system is to link battles like operations? Each campaign turn could be a new battle with the same units, linked through things like supply, reinforcements, etc. Essentially creating operations would be impossible or redundant.
  2. I'd hope you could engage a tactical battle on 1km x 1km any time you wanted, so that way the nano second the tanks are behind that bridge you could begin moving into position. Even if they moved most fo their stuff past the bridge before you could engage them it'd give you a remote chance...
  3. Since unit positions on the map are relative, I think what you're saying Liebchen is true. Theoretically you could be behind the ambushee and then unload on him. Regardless if the ambushee can drop what he's doing on turn one, he's still going to get mowed apart since you would be relatively close. The element of suprise is still there but it requires the ambusher to prepare accordingly I guess. If I'm wrong someone correct me, but that's how I see it.
  4. I have a question about squad casualties. Let's say my partisan company gets ripped to pieces, how detailed is the casualty tracking if you have no replacements? Does it eliminate squads that are near empty, or does it actually track every dude? I'm guessing the former since you cannot define casualties in CMBB editor. But prove me wrong!
  5. Probably because the fictional Syrian engagements will have more thrust than the Iraqi ones ever had.
  6. wah wah wah you get to play as SS fascists wah wah wah i'm crying because in vietnam VC sappers blew themselves up on our marines wah wah wah this wargame is too recent thus should not be simulated to the extent that makes it realistic, and if it does it's simply cashing in on the controversial aspects and not the simulation itself. War is violent and political no matter what. It's understandable that the subject matter will offend but some reasons on here seem to be pouty or nearsighted.
  7. It was a great choice of era IMHO. It will allow for new tactical gameplay.
  8. This is a step in the right direction. I'm happy to see the first true CM sequel be modern day warfare. A couple of questions: 1) Will there be snipers? Not talking dedicated sharpshooters, but actual entrenched snipers who are a real danger on the field. If so, how abstracted will they be? 2) I noticed you say you can play Blue on Blue, can you play Red on Red?
  9. The Renault. 37mm gun that has less blast value and penetration than a 20mm. Goes slow, no off road ability, 200% rarity, most worthless armor in the game.
  10. I dunno, does artillery really evaporate trees? They would just fall over and cause more cover. I don't think LOS would really change. It's not really important to model vertical LOS changing either.
  11. There are abunch of others too. There is a romanian (or hungarian, get them confused) personal carrier that looks like a normal brit carrier. It can even take MG hits in its damage model when it has no MG's.
  12. I swore I heard they were going to release a screenshot in a couple of weeks. It's been nearly three
  13. Without 1:1 in CMX2, applying these rules wouldn't have made sense. Random forms of bravery, per person, was too little importance to simulate through a single icon simulating 12 guys. The most generic applicator of bravery was fantacism, but that was applied to the entire squad and not just a few. WITH 1:1, however, I'd really like to see remote forms of bravery. Lt. Yukov's squad begins running towards an offending building, then all of a sudden 105 rounds land around his squad. Lt. Yukovs green squad begins running away from him, without even looking back, in full route. Lt. Yukov fires at his own squad mates for cowardice, then runs into the building where a known MG42 position is and mows everyone down. What are the chances of the above situation happening? Probably 0.01%, Lt. Yukov was a crazy man and his crazy bravery paid off. It wasn't possible to simulate this at all in CMx1, but it SHOULD be in CMx2, if 1:1 works the way it should (maybe sans traitor shooting, but you get the idea).
  14. here comes the 'care' train looks like it missed your stop
  15. But minefields do remain hidden in CMx1 until something goes Ka-boom! ? At least AP and AT mines do (not daisy chain).
  16. The LOS/LOF is hardly a big deal - as long as the LOF is blocked then the LOS doesn't matter. It's almost the exact same thing anyways.
  17. I think it's just completely random really. I've never seen a consistant reasoning for it extending time or not extending.
  18. How on earth do you lose 398 men in a single airstrike? That seems impossible. Or, at least, an harsh exaggeration. Sheesh. I think the most I've ever lost to an airstrike was a spotter in an operation. He was riding on the back of some tank and the tank completely brewed, easily 500 points down the drain in one precision strike. Worst damage I've done to a player was when I bought a crack spitfire (probably came out elite) and it dropped a bomb right on a precious convoy. Took out two half tracks, a 105mm howitzer and several trucks with infantry on it. Another strafe run got a half-track as well.
  19. Really, footsteps do not make much noise. Not enough to hear them, even when you tab a unit. Hearing footsteps would be completely obnoxious. However I'd love to hear snapping twigs and rustling bushes as tanks plow through light trees. That would be awesome.
  20. I think he's talking about Close Combat maximums. In CC you could only buy so much before it stopped you, and that was a theoretical max per side. Usually battles weren't over 60 guys per side though.
  21. I have a couple of 1:1 questions. 1) I'm assuming that each guy has his own morale, but his morale status isn't displayed unnecessarily. Like having all the menu's turned off in CC, but having color coded outlines around men when you click on them to show their morale. I can't imagine just having an ammo bar, unit type and health status. Morale is going to be somewhere indentifiable too, right? 2) Here is a more technical question. I understand firepower will work in this one like it does in previous CM's, except that each dude will have their own firepower to push around. What about solid shot weaponry? It could be abstracted in CM (you shoot an AP shot into an icon, it kills a dude), but in CMx2 that abstraction would be impossible, right? You'd have to see the AP round hit a guy...
  22. If they include the ability to play with more than 2 people, ala tac ops, then that's all I need. Splitting up two battallions over 4 guys would be fun.
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