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Sirocco

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Everything posted by Sirocco

  1. *steps over the tumbleweed* I shall take that as a no. There are no recommended company level scenarios around one hour for CMBN.
  2. Any recommendations for company level scenarios around one hour? CMBN with the Commonwealth module.
  3. Thanks for your replies. I'll be a little more adventurous with my PIAT teams in the above scenario with regard to buildings vis-a-vis Panthers and StuG's.
  4. Does the size of the building make a difference with regard to the exhaust? I know the interiors are abstracted but I would imagine the larger buildings would be presumed to have larger rooms. Thanks for your replies.
  5. Apologies if this is embedded in a thread somewhere but I couldn't find the answer. I'm tempted to assume it's possible to have units fire PIAT's inside buildings but I'd rather not come unstuck attempting it, so I thought it worthwhile to ask here beforehand. I ask as I have two Panthers and a StuG attempting a sneaky entrance *spoiler alert* in the scenario below:
  6. That's actually a reasonable review. With the caveat of a few mistakes and a rushed run through of a scenario. The response to it is a common one when a less than glowing review is posted on the developers forum. Of course most posters here are very familiar with all the quirks etc. of the game engine, so issues highlighted are insignificant to them. The underlying complaint is that the game engine hasn't moved on as much as it should have. While noting the reduced resources available the evolution of the engine is sluggish. For example, tool tips. The experienced CMx2 player might scoff at that, but for newcomers the interface is nt exactly optimal. I know, it's due to be overhauled, at some point further down the track, once we've bought all these titles in the meantime. Personally, I haven't fired up CMBN for a very long time. It just feels too much like work. So much of the instant feedback from CMx1 has been removed. Now you have to go searching for information which used to be right there. When CMSF was released we were told to "get used to it". That didn't make it less cumbersome. Whereas CMx1 was a joy to fire up and get into a battle, CMx2 is much more irksome. It really would be terrific if instead of the really defensive tone there could be more of an open minded attitude to issues that really are a problem, whether the more experienced player would like to ackowledge it or not. A great many of the issues raised in the video would really help the CM series if they were dealt with, and dealt with in a more timely manner. And again, with all due respects to resources, comprehensive tool tips, as an extreme example, are not a huge drain on resources.
  7. Buckley's book is an interesting and thought provoking read for those that have a low opinion of British performance: http://www.amazon.co.uk/British-Normandy-Campaign-Military-History/dp/0415407737/ref=sr_1_1?ie=UTF8&qid=1336144518&sr=8-1 I would highly recommend it.
  8. Hurrah for QB cherry picking. The "controversy" over values was massively overplayed. New UI is good news. Hopefully we'll get to review the plans before they're set in stone.
  9. The way I tend to approach it - and I'm definitely no expert - I'll develop a maneouver plan using the usual two up, one back break down of forces. Then I'll identify spots along the route, and interdicting it, that would work well for the defender. Movement will then be a series of bounds between spots with the objective of getting spotters looking at the target/s. If it's an important spot I'll bring down indirect fire on it whether or not I spot anything. Lesser targets I might only hit them if I spot something there. All the while keeping units in touch with their HQ's and maintaining mutual support.
  10. Thanks, Agua. That's almost certainly it. I would say that the small scroll icon is easy to miss, especially where it's positioned, and it's compounded by the box having plenty of space to expand so that it wouldn't need to be scrolled. It never occured to me with all that available real estate to play with that it would need to be scrolled.
  11. Here's a video on missing 25 pounders and Sextons. The render came out a bit back to front for some reason, so the selection is in the middle: http://www.youtube.com/watch?v=dhaDya4GG5Y Basically, inf bn, minus a coy, 1 FO, 2 25 pounder troops, and a couple of Sextons. NOT IN VIDEO: I tried the same setup with rarity set to none. With that I got one out of the two 25 pounder modules, but none of the Sextons.
  12. The moral of the story is to keep a hardcopy. I believe it's made pretty clear at the outset there's a time limit on storage.
  13. In my limited QB experience I've been disappointed with Mix. As stated it always seems to come out armour heavy. Would really improve QB's to re-add this option.
  14. That would explain the unexplained jeeps. I would never have imagined FO's appearing on map as jeeps. That seems a bit odd. I'll get back to trying to replicate my disappearing 25 pounders and SP's oddity. Thanks for the help.
  15. Here are videos of the two tests: http://www.youtube.com/watch?v=vVmrSB4Cyg4 http://www.youtube.com/watch?v=Q7DxvHyfc5M
  16. I just ran a couple of tests. This time the artillery and armour did appear in the game. However, in both tests FO sections didn't appear on map. An FO party did appear in the second test, but not the section. Any reason why this might happen? Standard rarity, and in fact rarity was zero.
  17. Glantz is good at debunking some Eastern Front myths.
  18. HMG's were used in the indirect role in WW1. I don't know on what scale, but they were used for indirect fire, at least on occasion.
  19. Strange. I think I'm going to have to make a note of each selection and repeat them all here, when I have time. Either I'm getting something wrong or there's a very specific bug.
  20. If anyone can reproduce it, or give a reasoned answer: I pick a UK infantry battalion, and depending on points delete all but one or two companies. I strip out vehicles and extraneous items, usually towed AT, etc. I attach an HMG and a couple of PIAT teams to each company. I'll take an FO under the battalion HQ, then I take off map artillery, mortars or 25 pounders. And either on map self propelled artillery or tanks, depending on a mix or infantry setup. Then onto the map and *poof* either the vehicles or the off map artillery doesn't appear, depending on the selection.
  21. No, I took an FO and they don't appear for him, either. Standard rarity.
  22. I'm probably missing something obvious, but I don't get this. Three seperate QB's I've chosen units that didn't appear in the game. The first time it was a couple of Sextons, then second and third times it was 25 pounders. I purposefully checked their rarity value wasn't going to be an issue. I wondered whether I had to attach them to the Bn HQ - can't seem to do that, anyway. What am I missing?
  23. Had an issue where a platoon HQ could target right along the rear of a low wall, but couldn't call down fire from support units - no LOS feedback from the arty pointer.
  24. Perhaps it had something to do with it being in July. I'll have to try it out again when I have time.
  25. Well, in my case, I could have added a couple of pause and face orders as the lorry entered the bend. Perhaps that would have ensured a proper path? But then, when you have a lorry making its way down a perfectly serviceable road one might expect it to handle such things all on its lonesome without the need for micromanagement?
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