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Dr. Brian

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Posts posted by Dr. Brian

  1. Quick question ... but first the customary "Use the Search Engine...becuase I'm cranky."

    I know how to split squads. However, how can I recombine them?

    I ask because:

    1) I changed my mind during set up;

    2) The set up had split squads, and I wanted to recombine; and

    3) Sometimes, I want to combine the half-squads into a full squads for obvious tactical reasons.

    Thanks in advance.

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    Doc

    God Bless Chesty Puller, Wherever He Is!

    [This message has been edited by Dr. Brian (edited 12-26-2000).]

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

    Where can one find it (in the UK or in via the web)Doc?

    Thx

    <HR></BLOCKQUOTE>

    You can buy the game ASL online from www.advancedsquadleader.com.

    But, if you're going to play the game, I'd wait until January. MMP has a second edition rulebook coming out then.

    Also, you local game store should have it as well. Be forwarned, it is not an inexpensive hobby.

    Good luck!

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    Doc

    God Bless Chesty Puller, Wherever He Is!

  3. <BLOCKQUOTE>quote:</font><HR>Originally posted by Croda:

    Doc B.

    A unit can only be C&C of one command unit at a time. If the squad is out of C&C of the platoon HQ, but close enough to the Coy or Bn HQ, then they will receive the command bonus from that unit, yet lose their platoon HQ's bonus.

    <HR></BLOCKQUOTE>

    Hmm, some Pltn HQs are stinky... and the Coy HQs are better. May have to change my tactics here and lose some of the Pltn HQs to get the better mods then.

    Seems kind of ahistorical. Wouldn't both be added, in your opinion? Makes sense to me.

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    Doc

    God Bless Chesty Puller, Wherever He Is!

  4. <BLOCKQUOTE>quote:</font><HR>Originally posted by Croda:

    As it stands now, the BN and Coy are just on the field picking up stragglers and commanding mortar teams. They have little impact on the game, and as such, should have little impact on command delay.

    <HR></BLOCKQUOTE>

    I was under the impression that they had an effect on squads and teams.

    Aren't the bonus effects of Pltn HQs and Coy HQs cumulative? For example, a squad within C&C of its designated Pltn HQ receives the +1 morale bonus of the HQ. It is also within the command radius of the Coy HQ and is receiving its +2 attack bonus.

    Is this true or not?

    (I've actually seen squads to far from their Pltn HQs, and show the red C&C to a close by Coy HQ.)

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    Doc

    God Bless Chesty Puller, Wherever He Is!

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

    I think that the current command delays are a good start and are quite realistic for squad-level movement, but it doesn't feel right to me to be able to coordinate grand maneuvers in ten seconds time.

    <HR></BLOCKQUOTE>

    Okay, I'll nibble on this one.

    Although I appreciate your logic, which I agree with, by the way, I'm against it for purposes of CM. For me, that would be losing too much control over my game pieces. Moreover, I prefer the challenge of subduing my opponent with the current game engine. Currently, the control I posses over my game pieces with the level of command and control is just right for a most enjoyable game that challenges game mechanics and tactics.

    What you are proposing would also require a much better expert system. When the unexpected happens to your game pieces, they will need to act in a logical way. Given the current expert systems in the game industry, we're not going to see decent "AI" for a long time. By allowing me some control, the game can account for the unexpected by the current command delay.

    Merry Christmas!

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    Doc

    God Bless Chesty Puller, Wherever He Is!

  6. I keep hearing this, but can't seem to find it in the manual.

    Is "realistic scale" the same as hitting SHIFT-C and making it the smallest size?

    Additionally, I heard you can make the base of the unit visible in this scale. How would I do that?

    Thanks in advance!

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    Doc

    God Bless Chesty Puller, Wherever He Is!

  7. I'm sorry ... what does new public beta mean? I mean, is THIS the final patch we've been waiting for? I didn't d/l the last one, because it was beta...

    But, final public beta is a misnomer...sort of like... military intelligence.

    Basically, I'm willing to wait till the final final final version comes out. Will there be another?

    Thanks in advance!

    ------------------

    Doc

    God Bless Chesty Puller, Wherever He Is!

    [This message has been edited by Dr. Brian (edited 12-18-2000).]

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

    IMHO the smoke function should not be commonly available to all infantry units, but to the HQs units only,

    <HR></BLOCKQUOTE>

    Actually, I'd agree to that to an extent. Engineers had tons of smoke in their OB, I'm sure. They would be the first to use it. Working down the line though, as troop experience and quality decreased, I'm sure their ability, or willingness, to use it decreased as well. Conscripts wouldn't throw smoke... probably wouldn't know how!

    The "west" used more smoke that the axis, and, I recall seeing numbers, and this is going to blow you pants off... the Soviet Red Army used the most smoke of any nation!

    However, I must admit, the number was smoke delivered by artillery, which they had a lot of too. biggrin.gif

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    Doc

    God Bless Chesty Puller, Wherever He Is!

  9. Re: Extensive Research....

    A topic I may now a little something about....

    Many times throughout history, something that is widely used, doesn't "make print."

    Instead, look at the production records for smoke grenades. If millions and millions were produced here in the U.S., then either two things occured:

    1) They were used extensively, since there are no stockpiles of smoke grenades in the US or overseas;, or

    2) There is a gargantuan factory somewhere in this world, with about a billion smoke grenades inside.

    In effect, if a lot were made, most likely, they were used, and more than just signalling.

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    Doc

    God Bless Chesty Puller, Wherever He Is!

  10. Quick question about what the game represents.

    I can see that when I hit an enema AFV (or hit myself) I see the message "Gun Damaged." I may not agree with this all of the time but I can live with it. But, I haven't seen damaged to a vehicle's MGs.

    So that's my question. Are damaged AFV MGs (BMG/CMG/AAMG) modelled at all? I've been playing for a few months, and have not noticed this. It would seem to me, that a vehicular MG should either malfunction, or even "Jam' like normal infantry used MGs "jam." (as well as suffer some damaged similar to the main gun does)

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    Doc

    God Bless Chesty Puller, Wherever He Is!

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

    Due to the FoW settings, you may not know what the final outcome of your hit was. You say it penetrated, but you may not know that it disabled the gun and/or took out a crew member.<HR></BLOCKQUOTE>

    Okay, in my version of CM, when I knock out an enema tank, it says how. And, it says if there was gun damage. Mine does not say if there has been a crew lose though.

    So, is Dar's statment correct regarding gun damage?

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    Doc

    God Bless Chesty Puller, Wherever He Is!

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

    BTS stated some time ago that the gunshield is indeed modelled, which is why the SPW 250/1 can fire while buttoned.

    <HR></BLOCKQUOTE>

    Cool, thanks for bringing that up about BTS. But this wasn't prevalent (at least I thought so). Especially from the ones I've seen in military museums. That's why I asked. Anyone have data?

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    Doc

    God Bless Chesty Puller, Wherever He Is!

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

    Seriusly, possible bug, or they are considering that the German Halftrak version has a Gunshield mounted often with the MG. Not sure how wide spread this version was tho.<HR></BLOCKQUOTE>

    That's one hell of a gunshield for just a MG. The only gunshields I can think of, that were on German halftracks, were those that actually carried Guns (like a 75mm), not a MG42.

    The majority of halftracks did not have them… that's why this was sooooo unusual.

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    Doc

    God Bless Chesty Puller, Wherever He Is!

  14. Okay, I ran the little test regarding MGs and their FP.

    A German LMG 42 vs an M3. No shots if the M3 is BU, any range, up to 30m

    A German HMG 42 vs an buttoned up M3. Shoots at 250m, and will kill it.

    A US .50 cal HMG. Rips the German SPW 250 up at 500m.

    A US HMG behaves like a German HMG 42.

    Now, what I want to know is, how come the German SPW 250/1 was able to fire its MG when it was buttoned up? Is this a bug? From what I can tell from pictures and accounts, is that you need to be CE to fire the MG on a German ht.

    ------------------

    Doc

    God Bless Chesty Puller, Wherever He Is!

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