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Iron Duke

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Everything posted by Iron Duke

  1. Ok guys here are some rules governing play: First off, I found an automatic dice roller on the net and will use it exclusively. Maps: Roll this type of "Dice" Map Type d4 Tree Coverage d4 Hilliness d4 Parameters: Date d12 Time d6 (2 points each) Weather d6 (May be altered according to date. ie...snow in June) Ground Cond. d9 or d18 (2 points each, also may be altered according to date) ?Map Contours d6 (1-4 is 2.5 meter, 5-6 is 5 meter) I put a question mark infront of this one because I am not sure if anyone would care to play with 5 meter elevation. You guys let me know. Map Sizes: d20 These will range from: 560 X 560 meters and up in even, 80 meter increments. NOTE: The maps will allways be perfect squares to ensure equality. So the smallest will be 560 X 560 and the largest will be a whopping 2080 X 2080 meters! But rest assured that with only 1 Victory Flag, there will be no problems finding each other, the large maps will allow for great maneuver games and put great emphasis on the number of turns element. Number of Turns: Maps up to and including 1600 meters will be 20 turns. Maps over 1600 meters will be 25 turns. Draws: In case of a draw, I propose a second battle but this one will render a victor. Second "Tie Breaker": Points: 400 Turns: 10 Map: Small Weather, Ground Conditions: Clear and Very Dry or Dry Time: May 45 Victory Flags: 1 small Units Allowed: ONLY Armor and Vehicles...NO infantry of ANY TYPE. (ie. no sharpshooters, FO's, etc.) The May 45 date will equal out the German Armor with the Allied armor of that time. Let me know what you guys think. ------------------ One shot...One Kill
  2. ATTENTION: Kgreatape von Lucke I need an email address from the both of ya please. I will not give it to anyone I assure you. Also, I will be posting up a small "rules and regs" post later today (if I have time at work) or tonight after work. (7pm PST) ------------------ One shot...One Kill
  3. Joeski, I have been thinking about that and this is what I have come up with: If anyone has a preference then I will consider it as long as the other player doesn't mind. I.E. Player 1 says " I like both sides, either for me" and Player 2 says " I like the Germans" Then Player 2 gets the Germans. If BOTH players want the same side, I propose a best 2 out of 3 Rock, Paper, Scissors PBEM match! I will send each player an email and they will reply with either Rock, Paper or Scissors...in this way we will decide who gets who. Sound fair to you all? On another note: TO ALL PARTICIPANTS: Please send me by email, I repeat, BY EMAIL, an "honest" evaluation of your PBEM skill. If this is your first PBEM, indicate so. If you wipe your arse with Ghengis Khan, indicate so...in this way I can get a (very) rough guesstimate on everyone's skills for the seeds. OTHERWISE I will randomize the seeding for this first match. iron_duke@mindspring.com hguerrero@activision.com
  4. Keep your Jock strapp on Sergeant! Def Bungins said: "Crawl out of your loaders hatch and lets get on with it already!" Smile when you say that! And thats drivers hatch thank you...sheesh, I guess they let anyone be an E7 eh Bungis? lol Ok, seeing as most people here vote no, then it is no. 2000 points all around. It will not begin until Saturday, I want to leave the post open for at least 1 full day, more people may want to join, plus, the more people the better anyway. ------------------ One shot...One Kill
  5. Ok peeps, so far the voting is: Yes = 0 No = 2 "Other" = Heidman and BigMac lol I'll keep the polls open through the weekend also.
  6. C'mon! One time...One time...One time.... Shoot damnit! NO! Use your tungsten! Use a F***'n T round for the love of Christ!!!!! AAAAAARRRRUUUUUUGGGGGGGHHHHHHHHHH!!!!!!!!!!!! As you can see I play the Amis a lot. lol ------------------ One shot...One Kill
  7. I am glad too see that some of you are interested. What do you guys think about the points? i.e. 2000 Germans/2500 Allies I will leave it to a vote: Yes = 2000 Germans/2500 Allies No = 2000 both sides Juardis, the reason I would send out the map beforehand is that typically you want to see the terrain before purchasing your units. What do the rest of you think? If you have any suggestions please feel free, my work email is hguerrero@activision.com during the day. I check it constantly so let em rip. Anyway, I will wait the weekend to allow other people to join in. ------------------ One shot...One Kill
  8. Hello all, I was wondering if anyone here would be interested in participating in a tournament that is set up like basketball, with a seed chart and such. Everyone would get seeded and depending on how many people are involved would determine how many PBEM's you would have to survive to reach the sweet 16, then the Big 8, Final 4, and finally the Championship Match. This is how it could work. I will be the umpire/referee who will generate a random map with random weather and time. I will send the map to each player and they will have 1 day to pick their units. I want to stay away from CM generated PBEM's because of the limitations it puts on purchasing Armor with a Combined Arms force for example. I say if you have the points...spend it how you wish. Then, both players send me back their maps with their purchased units which I will strictly transfer (purchase) in the real PBEM. Then I will send it to the first player for the placement phase. In this way no one can cheat, and we bypass the limitations of a CM generated PBEM. What do you guys think? I envision 2000 points for the Germans and as an incentive to play the Allies, 2500 points for them in a meeting engagement. The battles will be short and bloody...say 20 to 25 turns. This will ensure quick games and bloody fights. There will be only 1 victory flag (so no flag rush is possible except by BOTH sides) The Championship Match will be the best 2 out of 3 PBEM's. The prize? 1. Bragging Rights 2. I would be willing to look into a trophy of sorts that I will mail to the participant. (More on that later) 3. At the end, and if BTS will allow, I will post a CM picture representing the Winner and write a small essay with lavish embellishment on his/her prowess for all to see and admire. (lol) First I need to find out if anyone would even be interested? ------------------ One shot...One Kill
  9. Gotta love those Greyhounds! ------------------ One shot...One Kill
  10. American 90mm Anti-Aircraft Gun for overwatch and defensive rolls. It simply kicks ass. Excellent turn rate, excellent blast radius, and eats various forms of felines for breakfast, lunch, and dinner.
  11. Keep your CVC on Soldier! To hell with the DU, its those damn NAAP pills and the Anthrax shots that got to me! (Not to mention the dose of VX Nerve Agent in April, remember? lol...did you get your letter from the VA about that?) Anyhoo, the next turn is sent.
  12. You tell em Sergeant! M1's for LAV's huh? *Brrrrr...shudder* This reminds me of the Tank Destroyer units from WWII...not quite tanks...supposedly highly mobile and lethal...yet they didn't meet up to expectations. If any swingin *ick with an RPG can knock holes in our Armor, something just aint right! ------------------ One shot...One Kill
  13. Yep, Shadows of Amn rocks. They really learned from BG1. ------------------ One shot...One Kill
  14. I wouldn't mind seeing the 10th Mountain Division's troops added in, but I guess they would fall into the "specialist" groups. My Uncle was in the 10th Mountain, BAR gunner. I'll get a picture of his old ass and we can model him in! ------------------ One shot...One Kill
  15. At 150 meters...at the side of a King Tiger...hehe, I'd hope not! "Like shootin' at a barn door!"
  16. Hmmm...I guess if it was me sitting in that Jumbo...hull rotating or not, "primitive" gyro or not...I would fire that gun.
  17. Thanks Matt, yeah, from now on just the fire command for me! But I am still perplexed as to why the Jumbo cannot fire while rotating the hull? The speed of the turret and the gyrostabilizer would allow it. Just curious.
  18. Has anyone ever noticed that a tank such as a Sherman will not fire if it is rotating its hull UNTIL it has completed the rotation? This leads to a lot of deaths. For example: My Sherm Jumbo surprised a King Tiger from the left, rear flank at the end of a turn. All it had time to do that turn was to button up the KT. Next turn, I orderd it to fire at the KT (150m away) and to rotate its front armor to the enemy. The turn began and the Jumbo just sat there watching the KT turn its front armor to him and that 88. Finnally the hull began to turn towards the KT and yet the Sherm did not fire. The whole turn was over before the Sherman fired once! (After "jumping" the tiger) I aborted the mission and replayed that turn. I found that if I did not order the Sherman to rotate its hull, it would fire on the KT almost instantly, and knock it out. Is there a problem here? Am I doing something wrong?
  19. Hi all, on Saturday I whipped up a small battle/training scenario called "crossroads". Basiclly, its a last stand type of mission that pits two companies of Armor on the attack vs an understrength platoon of Armor (dug in) supported by a platoon of Infantry. This mission brought out the best/worst in any tanks that where assigned to defend these important crossroads. I found that for the German side, 2 initial King Tigers (dug in) could hold and win the mission vs the Ai (on +3) Different combos yealded differnt results...my question/observation is when I reversed the roles and had the Americans on the defence with the Germans attacking with 2 companies of Uber tanks! As you can probably guess, only combos of Sherm Jumbos and Pershings had a chance. Actually, 2 Pershings would get spanked...Jumbos where the way to go. So during one of these tests/missions this is what happened...the initial setup was 2 Sherm Jumbo 76's (dug in) with a plt of inf, 4 bazookas, and 2 .50 cal HMG's. I gave the Jumbos 10 extra tungsten rounds each for a total of 17. As the battle started, the Jumbos made quick work of the leading Panthers and Pnz IV, they both used t rounds exclusively. At the beginning of the next turn, both Jumbos had 15 t rounds each. They spotted a tank rumbling out of the smoke cloud that other German vehicles had "popped" in the previous turn after the initial ambush. This tank turned out to be a King Tiger and the Jumbos wasted no time in engaging it. As a matter of fact, one of the Jumbos scored 3 consectutive hits on the T REX but to my surprise, the crew had switched to normal AP rounds. 4 of the brittle rounds broke up on the heavy turret armor and 2 simply missed. One of the Jumbos paid for its mistake with its life and the other managed to land one of the regular AP shells into a weak spot and knocked the KT out. What happend next was where I became confused. At first, when I saw that the Jumbos had switched to regular AP rounds, I thought they where trying to conserve them, but as soon as the KT was knocked out, 2 Stug's managed to push their way past the burning Panther's and began hunting towards the remaining Jumbo. The next 4 shots the Jumbo took where all t rounds. He managed to kill both Stugs before the turn ended. What do you guys think of that? Why would the Jumbos use regular AP rounds vs the mighty KT and use t rounds vs a tank they could easily take out with regular AP rounds? ------------------ One shot...One Kill
  20. Count me in with the "hook up"! Nice. ------------------ One shot...One Kill
  21. I could go for a Licher right now....and I'm at work! Ok maybe 3 or 4 Licher's then a big ass Gyro from Ali-Babbas in Friedburg (Hess) and of course another 1 or 2 Licher's to wash that down, followed by a full course of soft, warm, German....hehe ...ahh the memories.... ------------------ One shot...One Kill
  22. I have a Voodoo 5500. And understand that the slowdown I mention was on a map 2000 meters wide and 3980 meters long! and with 2 reinforced Battalions Inf/with Armor on the map. The velvet grass was just "kick" it needed to have a slight slow down...hehe I like large maps. ------------------ One shot...One Kill
  23. Gotta love those M8's! "Right on target!" ------------------ One shot...One Kill
  24. Hi, I just downloaded and tried out all the new graphics packs like the "velvet" grass. I have a 700mhz PC with 256mb RAM and the velvet grass, on larger maps, will cause a slowdown...not huge or even big mind you, but noticable. I also installed MOST of the new terrain textures and these are great! The new wheat, wall, rough, trees, tree bases, bridge, rail, stained glass church, and hedges and bocage are execptional...a TRUE improvement over the origional (I did not like the water or marsh because on MY pc, these came out NEON blue...looked a bit strange so I installed the OG ones. But perhaps on your pc they will be fine). I found that by NOT using the velvet grass but still using all the mentioned terrain features, I found a GREAT medium between excellent looks and virtually no lag hits (so you can use more units, big games, etc). Summer with the new trees is awesome...almost real looking.
  25. I like PeterNZer's idea of one big button with the word "Random" on it. You push it and who knows what the hell happens next! You could end up in the map editor...or launching a full out assualt on a heavily defended town with a Jeep and a Flamethrower. ------------------ One shot...One Kill
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