Jump to content
Battlefront is now Slitherine ×

groundpounder

Members
  • Posts

    183
  • Joined

  • Last visited

    Never

Posts posted by groundpounder

  1. Normally the number of troops is commensurate with the map. Although some scenarios I have played started with small numbers of troops only to heap on the replacements very quickly, causing a crowded CPU hog of a battle. I for one will usually specify the general level (Btn, Cpy and so forth) when I release one of my scenarios, taking into account all of the replacements. Maybe scenario designers should use some kind of scale indicator (1 - 5 ?) to give a rough idea of the overall number of troops?

    GP

    "Try not to draw fire, it irritates everyone around you."

  2. <BLOCKQUOTE>quote:</font><HR>Originally posted by Olle Petersson:

    Wouldn't Comdex be a good place to plug CM?

    Vendors playing CM single player, inviting visitors to plot a couple of turns every now and then.

    Not to mention what could happen if the TCP/IP patch is out by then...

    Cheers

    Olle

    [This message has been edited by Olle Petersson (edited 11-09-2000).]<HR></BLOCKQUOTE>

    We could ask Bill Gates to demonstrate his "Tactical Commander" hardware thingy with CM biggrin.gif .

    GP

  3. <BLOCKQUOTE>quote:</font><HR>Originally posted by Disaster@work:

    huh.. you have time during Comdex to play Combat Mission? Is your booth planning to be unpopular (if you're presenting, that is).

    <HR></BLOCKQUOTE>

    Disaster,

    What do you do at night during COMDEX?

    Party on Garth!!!!

    How many COMDEXs have you been to?

    Yes, My team will work the booth.

  4. I'm looking for feedback on "Hell on Horseshoe Hill". Any feedback would be greatly appreciated!

    However, I am particularly interested to know if anyone has played as the Axis and weather or not the Allies (AI) were successful in the bridge crossings. I attempted to provide the AI a good chance at the crossings by using a double span design for the multiple bridges. In my play testing the AI did make the crossings around turn 12 or so. What was your experience?

    GP

    [This message has been edited by groundpounder (edited 11-20-2000).]

  5. <BLOCKQUOTE>quote:</font><HR>Originally posted by Maj. Bosco:

    I thought you just moved them up to near an identified minefield and they'd toss their det packs on it. I've never done it though. <HR></BLOCKQUOTE>

    Yup, that's what you do. Just let them sit next to the mines for a couple of turns. If they are under fire it will take more turns. The mines will disappear.

    GP

  6. <BLOCKQUOTE>quote:</font><HR>Originally posted by MantaRay:

    Personally I like long battles. I look at them like they are mini-operations. I think the reason is I like to move my troops into position, not just start toe to toe.

    I guess I also mean Huge battles. I think I could handle a 10 turn game if there were 5 Divisions on each side biggrin.gif Maybe CM 2 or 3, but I still like em big.

    Ray<HR></BLOCKQUOTE>

    Ray,

    Try "Hell on Horseshoe Hill", its a large battle that requires lots of maneuvering to engage without getting creamed.

    GP

    "Try not to draw fire, it irritates everyone around you."

    [This message has been edited by groundpounder (edited 11-06-2000).]

  7. I'm looking for feedback on "Hell on Horseshoe Hill". Any feedback would be greatly appreciated!

    However, I am particularly interested to know if anyone has played as the Axis and weather or not the Allies were successful in the bridge crossings. I attempted to provide the AI a good chance at the crossings by using a double span design for the multiple bridges. In my play testing the AI did make the crossings around turn 12 or so. What was your experience?

    GP

  8. <BLOCKQUOTE>quote:</font><HR>Originally posted by Medieval:

    There is, INDEED, a huge difference between fiction and non-fiction. Can't beleive you said that.... confused.gif

    I play ASL. Each scenario and Campaign is based in history. The battle is modified to make it as balanced as possible. I.E. both sides have a chance to secure the vicorty conditions. But, I love the game and play it partly b/c it is historical.

    <HR></BLOCKQUOTE>

    If you tweak it to make it balanced, it is only semi-historical. To me it does not matter if a scenario is historical biggrin.gif. I just love the pucker factor eek.gif of a good scenario! We all enjoy CM for different reasons, just enjoy!

    GP

    "After you have secured an area, don't forget to tell the enemy."

  9. <BLOCKQUOTE>quote:</font><HR>Originally posted by Guy w/gun:

    Can someone give me some tips and ideas on how to advance infantry and armor? Such as in an advance on the enemy. I usually am fine with my armor, but my infantry usually ends up pretty helter-skelter.

    Oh, and what type of infantry do you usually buy in small to medium meeting engagenments?<HR></BLOCKQUOTE>

    In real combat you would advance by members of a squad covering each other. One member of the squad would advance on the enemy while the others provide suppressing fire (keep the enemy's heads down by shootin' at 'em) In CM you need to advance with several squads covering for each other since this is the lowest tactical level simulated ( I know wise guys , you can split squads). Have two squads fire on the enemy and advance the third squad. Have the first squad (the one closest now to the enemy) provide suppressing fire and bring up the last squad. It's kind of like playing leap frog , errr...only with bullets. The general idea is to use the majority of your fire power to keep the enemy from shooting at your advancing teams while they maneuver into better positions to kill the enemy.

    Hope that helps,

    GP

    "If you lose contact with the enemy, just turn around"

  10. <BLOCKQUOTE>quote:</font><HR>Originally posted by coralsaw:

    ps. Something that struck me is the placement of several units inside bocage rather than behind. I thought you get smaller exposure and better concealment if you are behind the bocage. Am I wrong or is the placement sub-optimal?

    <HR></BLOCKQUOTE>

    Coralsaw,

    Thanks for the tip on this scenario. I wish more people would post their opinions on scenarios here. Even just a one liner would do.

    As for the bocage LOS issue. Bocage is basically a dirt berm with some vegetation on it. If you stand behind it you can't see over the berm. If you stand on (in) it you're in a raised position so your LOS is only limited by the vegetation.

    GP

  11. <BLOCKQUOTE>quote:</font><HR>Originally posted by McAuliffe:

    I would appreciate if scenario designers paid a little more attention to the lay-out of their maps. As my site focuses on the Battle of the Ardennes several people did send me so called historical scenarios regarding the Bulge. Knowing the area quiet well, most of the time I get disappointed when I open them and find out that I cannot recognize a single landmark. Designers seem to be timid using the elevation-function in the editor and randomly dot the map with threepatches, hills and houses. Considering the scale that CM is working in, I esteem the location of specific landmarks and the relation to each other essential to an historical scenario.

    So, I agree with groundpounder on the importance of creating convincing maps and encourage people to lay a hand on a topo-map of the specific area they're working on.

    <HR></BLOCKQUOTE>

    McAuliffe,

    I think one reason for the lack of realistic topography is the scarcity of maps and photos of the required scale. I have spent a lot of time searching for topographic data without much luck ( with work and family my time is limited).

    I would encourage everyone to share any knowledge of the where about of any good topographic maps (preferably free biggrin.gif). The scale required is 1:25,000 or better.

    GP

    [This message has been edited by groundpounder (edited 10-25-2000).]

  12. <BLOCKQUOTE>quote:</font><HR>Originally posted by Napoleon1944:

    I am looking for playtesters for my KH Operation. With all the variables involved, it will take me weeks to tweak. Some help would be greatly appreciated. I find myself playing this thing over and over. With help this will be a **** operation. <HR></BLOCKQUOTE>

    Jeez,

    Ain't nobody gonna' help this guy out? Send it over to me "little corporal"!

    GP

  13. <BLOCKQUOTE>quote:</font><HR>Originally posted by Monticello:

    Don't forget to check universities for regional topo maps. I struck gold when I found 1:25000 scale maps of Belgium created in 1935. Now I need to invest in a portable scanner!<HR></BLOCKQUOTE>

    Hay Monticello,

    Turn me on to the topo's! I'd love to have a look at the ones you have found. I have been trying to find electronic map formats that may lend themselves to being translated to CM. Now if BTS would just give me the map structure...

    GP

  14. <BLOCKQUOTE>quote:</font><HR>Originally posted by Schugger:

    Glad you made it finally through, Mr Clark. smile.gif

    The 56k Modem users ( I'm one of them too) do have some distinct advantages over those people with high-beam-particle-accelerator-schießmichtot-cable modems - we can, to some extend, partake in social life when we dl something. wink.gif

    So you see, WBW and Madmatt, the long loading time on that site does have it's advantages.

    BTW, Madmatt was gentle enough to post a header at that side where he clearly says that it takes a wile to upload.

    <HR></BLOCKQUOTE>

    Schugger,

    Your right about the dl time being good for something. I usually grab a beer and a schnapps in preparation for playing the scenarios I am downloading! biggrin.gif

    GP

×
×
  • Create New...