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Holdit

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Everything posted by Holdit

  1. <blockquote>quote:</font><hr>Originally posted by Andreas: 1) CMBO does not handle city battles well - how will it cope with Stalingrad? <hr></blockquote> Plug alert! Test it with this offering from the Senario Depot: Download Stalingrad Map
  2. <blockquote>quote:</font><hr>Originally posted by SurlyBen: Cool. Thanks for the reviews. Surlyben<hr></blockquote> No problem - I hope you submitted a couple of reviews before you left. I'd be terribly upset if you didn't... <blockquote>quote:</font><hr>They were the among the first maps I ever did, so they are a bit big, and lacking in detail. Surlyben<hr></blockquote> Well, I remember you saying that they were based on Panzerblitz and from what I remember of that game, the maps weren't exactly rich in detail. If you have other maps, we'd be delighted to host them for you. Regards, Paul Combat Mission Scenario Depot [ 01-23-2002: Message edited by: Holdit ]</p>
  3. Don't forget that there's a terrific resource available to you in the maps section of the Combat Mission Scenario Depot. The section now has no less than 66 different maps of all shapes and sizes, and the re are more to come. It's my intention to take a leaf from the Big Dog's book (I didn't know they could read) and produce a top X of maps with over three reviews. At present, we're a little short on the reviews side. I've added a review for most of them now, and will get to them all, with the exception of my own creations. So, if you have a spare minute, please stop by and take a look and a couple of offerings and add your tuppenceworth so that some leaders of the pack can emerge. Who knows, you might find a map for your next scenario and save yourself some work in the process. Regards, Paul Combat Mission Scenario Depot [ 01-22-2002: Message edited by: Holdit ]</p>
  4. <blockquote>quote:</font><hr>Originally posted by dalem: Folks- RE bocage, here's a link I've posted before bocage pics. [ 01-21-2002: Message edited by: dalem ]<hr></blockquote> Some of the smaller examples a-d in particular, look remarkably like the hedgerows where I live. The other thumbnails look similar too, but when you look at the full-sized version, the banks are that much higher and (especially) steeper in Normandy. The ones here usually have a knee-deep ditch along each side of the road too. They're more usually covered with briars than trees - usually a mix, so in CM terms the foliage would be represented by a mixed brush/scattered trees tile. While not being as formidable as the Norman variety, a defender would nevertheless snuggle in quite nicely. I'd say the crucial difference would be (a) tanks should be able to cross in most cases and ( they're not usually high/steep enough to tunnel from one field to another, which I understand the Germans did to great effect. As regards modelling hedgerows, will in the visual sense it should be redone from scratch in a much more irregular fashion The only place I've ever seen anything like a CM hedgerow was at Hampton Court Maze. But that's trivial enough. I won't make any claim to have the answer to the computer modelling issue, as I'm strictly "grognard lite" and have only a little experience of computer programming, but...here's how I'd try to do it: somewhere in the code that decides how a unit reacts to incoming fire I'd have something like this: if: incoming firepower crosses wall or hedgerow then: stay put else: find cover This is based on my (possibly incorrect) understanding that it's the target unit's location in what is technically open ground that's causing the trouble. Another possible approach might be to give increaed cover to units that are "in" the bocage (or wall). This could represent their being up close taking cover behind it. This might also have the efect that units nearby in open ground that come under fire could run to the hedgerow/wall for cover which I imagine would be fairly realistic. Anyway, there must be a lot more to it than that, otherwise Charles would no doubt have rewritten the code in his head ages ago. Still, it would be nice if it could be fixed. Oh yes, I'd like to see multi-tile buildings too. Wouldn't it be the same as factories are going to be done in CB:BB? Except with two floors. Regards, Paul
  5. <blockquote>quote:</font><hr>Originally posted by Michael Dorosh: ...I also own CRACK OF DOOM (in English) and don't remember being too impressed by it.<hr></blockquote> I've read Crack of Doom too, except my edition was titled "The Savage Mountain". While not in the same league as The Willing Flesh, I found it a great read. Although I was more interested in the story of problems caused by the missing general and the efforts to keep the division in order in the face of the Russian attack than I was in to other sub-plot about the hunt for the partisans. Cross of Iron itself is a great read, and in my opinion a reading of it will show how, while Pekinpah's film might look good, it isn't anything like as good as it could have been. Yes, I think hill 121.4 would make an excellent CMBB battle or perhaps an operation with just two battles: the Russian attack and the German counterattack. Regards, Paul
  6. Nice shots - gorgeous terrain! Which mods are you using? Regards, Paul
  7. <blockquote>quote:</font><hr>Originally posted by Stixx: Using a HQ with "Combat" command bonuses seems to help accuracy for me. Maybe i'm just dreaming it, i haven't done any real tests but it works for me.<hr></blockquote> I'e found that using a HQ with a command bonus is particularly handy for mortars (when the HQ unit is up at the sharp end). You can move them back quite far to avoid having a target that's at less than the mortars' minimum range. Paul
  8. Thanks to Rommel & Mr Johnson for the feedback and those who reviewed the map at the scenario depot. Three reviews so far for an average of 9.33 is very encouraging and makes all the work worthwhile. Thanks lads. Paul
  9. <blockquote>quote:</font><hr>Originally posted by Stefan Fredriksson: Do you know if someone has made a serious, and successful, attempt at recreating Stalingrad? Either as a campaign, or a small part of it as a single battle?<hr></blockquote> I've just posted a Stalingrad map to the Scenario Depot - not a battle or operation mind, just the map. It's a scaled-down (+/- 10:1) version, but the main landmarks are there in the correct proportions. Here's the readme that goes with it: "The city of Stalingrad in 1942 stretched for about forty miles along the west bank of the Volga. Being somewhat beyond the capabilities of the CM map editor, I've scaled it down so that 100 x 100 metres on the CM map represents about 1 square kilometre of the actual city. This scaling down does have the unfortunate effect of rendering the Volga less impressive and gives the impression that, at some points, the western outskirts are very close to the river. Nevertheless, I imagine that a force fighting its way to the river in a CM battle would find it a great considerable distance indeed. Apart from the challenge posed by the factories, the trickiest aspect of representing Stalingrad in CM is the fact that the city is built on bluffs overlooking the river. Because of the difficulties in combining cities and elevation changes in CM while keeping the proportions of the city's layout correct, the elevation changes are somewhat fudged and, I imagine, also somewhat reduced. This is also due to a lack of information about elevations in any of the sources I used. I took my clues mainly from written descriptions of the terrain and from an extremely detailed aerial photograph of the city during the battle. If anyone has more information Stalingrad's (or Volgograd's!) elevations, please let me know. I've designed the map more for historical reference than for gameplay, but I feel nonetheless that it would be very interesting to fight over (or at least parts of it - fighting over the whole thing might be a little ambitious). My aim when designing historical maps is to (a) enhance the viewers understanding of the battle through greater familiarity with the terrain, and ( provide a visual reference which can be viewed when reading an account of the battle. With this map, ( seems to work particularly well with accounts of the German attacks in September and October." The maps section of the Scenario Depot hasn't been updated with it yet, but I imagine it should appear sometime over the weekend. Regards, Paul [ 12-22-2001: Message edited by: Holdit ]</p>
  10. <blockquote>quote:</font><hr>Originally posted by redeker: One of the things I learned in SL/ASL and have carried over to CM is to not surrender unless things are completely hopeless, and even then hesitate to throw in the towel. ...(snip)... Playing out the endgame also provides you with gaming experience that you won't get any other way, such as how to conduct a delaying action with inferior forces, or how to mount a limited counterattack in an unexpected location to throw a monkeywrench into the works.<hr></blockquote> It's interesting to hear this point of view expressed, because there's an old chess adage that goes: "Nobody ever won by resigning". Also, advice to novice chess players is generally to play on until they're checkmated, the reason being that they will learn from watching their tormentor administer the coup de grace (or make heavy weather of it), because one day it'll be them collecting the win. Regards, Paul
  11. I reckon it's either: (a) a Russian-built Ferrari ( a float from the Tankograd Mayday parade Paul
  12. <blockquote>quote:</font><hr>Originally posted by argie: A double of you. The legend said that when you meets him, you will die.<hr></blockquote> That's just Peng-style taunting. Paul
  13. <blockquote>quote:</font><hr>Originally posted by David Stone: Okay, I got tired of searching for this... Can you extend the map edges in the editor to the west and south? I thought I saw a post where someone said this was possible? If so, how? Thanks Stoner<hr></blockquote> Hold the shift key while clicking on the required "+". Regards, Paul
  14. As far as I remember (no CM here at work ) you should be able to do this by having no setup zones. The player should then be unable to move th eunits anywhere during the setup phase (I think). Paul
  15. The Combat Mission Map Case has been running for nearly a year, but since creating it I've changed jobs and, while I'm still creating maps, I no longer have the time to update and promote the site (I never really got round to promoting it properly in the first place). Before I shut it down, I'd like my maps to go to a good home (just one) where they'll be looked after and will be available to a wider audience. If any webmasters would be interested in hosting them, please e-mail me. To anyone who dropped in for a look over the past year, thanks for your interest and I hope you found something useful. Double thanks for those who provided feedback. Regards, Paul
  16. SPOILER! > > > > > > > > Well, you lads called it correctly. The flanking movement was almost completely successful. The only opposition encountered was two squads and a truck. One squad was wiped out by the platoon that had blundered into it, and the other was kept busy by the MGs and mortar while the rest of the force kept going towards the objective. The only failure was that by turn 20, the paras were still about 300 yards (laterally) away from the bridge. My chosen route was a little too circuitous. The main advance out of St Come du Mont ran into a German counterattack coming back up the road. They were held off, but at a cost. A short 155mm treeburst didn't help matters. Those crack German paras take some killing. As far as the advance was concerned, though, it didn't matter, since the outflanking move was the decider when the lines were redrawn, and I took the bridge almost by default. There was something interesting: the front edge of the new setup area was straight across except for the bridge, which formed a 60m square salient into my territory (the bridge was defended by a bunker). I would have imagined that the line in that case would just have been set short of the bridge. It made the setup interesting in that, while I had troops on the other side of the bridge, I still didn't know if it was defended. Could the AI have beem clever enough to 'read' the implications of the flanking move? The other odd thing was a wood inside my setup area that was off-limits. After the bridge was secure, I sent a depleted squad to recce it and found nothing. Strange, but not unrealistic; I had to reckon with the possibility of a pocket of resistance behind my line. What an excellent game CM is! Paul
  17. <blockquote>quote:</font><hr>Originally posted by CMplayer: Stick a revolver into his groin, load him onto the lead tank and say 'tell us where the AT guns are, we start driving forwards in 5 minutes' and you're going first.<hr></blockquote> If I remember correctly, Cornelius Ryan's "A Bridge Too Far" describes how one such British officer's interrogation technique involved sticking his pistol in the prisoner's belly while shouting questions into his face. Apparently it never failed. Paul
  18. Thanks for the feedback, lads. I'm just about to give it a lash. Regards, Paul
  19. <blockquote>quote:</font><hr>Originally posted by Gyrene: The camels didn't work as well, because they are very easy to spot. (The second hump gave them away) <hr></blockquote> ...and made getting under the tank a bit tricky (although amusing to watch). Paul
  20. I'm not looking for a hint or spoiler, but I need some advice about how the mechanics of the operation might undo my plans before I put them into effect. SPOILER! ======== > > > > > > > > > > > > > > > > I'm in the setup phase (as US) for the second battle. My glider infantry has taken St Come du Mont, and the front line has been adjusted appropriately. It's now night, and the next step according to the briefing is to take the bridges over the Douve. Here's what I'm thinking: plough on with the (two remaining) tanks and glider infantry down the main road (I don't know if the Germans will counterattack, but I'll try to allow for the possibility). At the same time, the parachute troops will go forward from Addeville from where they can follow a flanking route that will give them fairly good cover all the way to the nearest ford. To this end, I've removed their spotter and support weapons except for two MMGs and a 60mm mortar. These will follow on so that in case the flanking troops make contact, the machineguns and mortar can keep the enemy's attention while the faster-moving squads slip away into the darkness and keep going for the river. Now, while I'm not looking for hints as to what to expect, I am concerned that the operation engine's calculations at the end of the battle might render my flanking move irrelevant (if successful). This would be particularly upsetting if my paras had broken their arses getting there only to be stepped back because the glider infantry had only got so far down the road. Also, if the Germans send a counterattack through between Addeville and St Come du Mont, could they gain enough territory (given the fact that I've nobody guarding it) to force me out of St Come without even attacking it? Non-spoiling comments appreciated. Thanks in advance, Paul
  21. <BLOCKQUOTE>quote:</font><HR>Originally posted by Michael Dorosh: [QB]Good maps are hard to find! <HR></BLOCKQUOTE> Not at the Combat Mission Map Case! ...end shameless plug mode..
  22. Nice work, Spike; that must have taken a lot of work. Regards, Paul
  23. <BLOCKQUOTE>quote:</font><HR>Originally posted by Schutzstaffel: if there is please tell me cuz i want to build some scenarios<HR></BLOCKQUOTE> Try a few of mine: http://homepage.eircom.net/~holdit
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