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Col Deadmarsh

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Everything posted by Col Deadmarsh

  1. Well in that case, I guess I won't be needing to send you a check for your services.
  2. I have CMMOS but it doesn't have to be for that. I'm just looking for a good hi-res one.
  3. I'd like to thank my attorney for making that clear.
  4. I agree. Learn to love the Western Front. Besides, some of you haven't had the pleasure of losing to me yet.
  5. I knew it. They took our money and left for good to the Bahamas. [ June 20, 2002, 09:12 PM: Message edited by: Colonel_Deadmarsh ]
  6. Depends on how big the creek is. If it's 4-5 feet deep, then you're not gonna be able to run across it, are you?
  7. I went looking for the "All You Wanted To Know CMBB thread" but couldn't find it. What kinds of terrain are going to be in CMBB? Is there gonna be creeks? Creeks could slow down infantry like marsh does. I think this would be a great addition to the game as it would infuse more strategy into moving infantry, making decisions more difficult on whether to try crossing creeks or to go around them.
  8. How the heck did they have time to SNEAK out of there before the building collapsed?
  9. I think the Wirblewind has to be unbuttoned to fire at opposing aircraft, doesn't it?
  10. Also, when the building reaches ** during the turn because of enemy fire, your men inside will run out at that point to prevent from being squashed.
  11. Tarqulene, The basic principle of having to pay any penalty in a ladder game is a problem in itself. Obviously, you don't play competitive ladder games, because if you did you would understand how important each point is and how ridiculous these penalties are when playing those games. Vanir just posted a link which has PanzerLeader, Mattias, and Rex Ballator expressing similar concerns about the lack of a dice roll system and why any competive player would choose to cripple themselves paying rarity penalties. A good post on this subject is by Wreck who exposes the faults of "Variable Rarity" and "cherry pickers" using this system. And this is why we need an additional "Dice Roll Rarity" for ladder players. These people make up a very large percentage of the CM community and I feel our needs here are being ignored.
  12. Posted by Steve: Okay, so the "Dice Roll Rarity" plan I proposed way back when is different from "Variable Rarity" in that instead of paying a variable penalty for a certain rare unit, you are instead either allowed or not allowed to purchase that rare unit in your game, depending upon the dice roll. In addition, the dice roll also determines how many of those rare units you are allowed to purchase. "Variable Rarity", although more ladder-friendly than "Fixed Rarity" is still in essence, ladder-unfriendly. No one playing in a competitive ladder league will spend more than 5-10% over the base price of a unit because it would no doubt cripple his chances of winning. If the "Dice Roll Rarity" is implemented, there is no penalty and yet rarity is still put into play, resulting in the same realistic game which the "Variable Rarity" provides. I'm not asking for the removal of "Variable Rarity", just the inclusion of the "Dice Roll Rarity" for ladder players and others who play to win.
  13. Well, CMBB seems to be about giving us more options so I think it would be great for them to include both methods in the new game. There are those of us who want to use the rarity system but also place a high premium on winning. With this in mind, it makes no sense to penalize oneself by purchasing rarity units. I suppose there will be times when it would make sense to take a rarity unit and pay a penalty for doing so if it was strategically necessary. Otherwise, I just can't see it being used if the player is seriously interested in winning the game which I suspect most people are. For those of us who play to win, we'd like to see a "computer dice roll" to determine availability in addition to the current rarity option that's already been put in the game by BTS.
  14. Thanks for the bump, Austrian. I am still adamant about using a roll of the computer dice to determine what a player can buy in a rarity game instead of forcing a player to pay a penalty to buy a rarity unit. The latter makes no sense! I challenge anybody to tell me (without being flippant) why Battlefront's system is better than my proposed system in my first post. Go ahead. I'm waiting...
  15. I was wondering, can the morale of one's arty spotter prevent or delay him from calling in an arty strike?
  16. Whatever you do, don't let them talk you into getting a Vantec top of the line/most powerful on the market, fan. I'd suggest a good Volcano fan with just enough power to cool your system. Trust me on not buying something too powerful as the noise will bug the sh*t out of you like it did me.
  17. I'm well aware of the advantages of having my arty spotter in the rear area on top of the hill that overlooks the battlefield. However...this isn't always the case, is it? What if you're playing a low hill, heavy tree map? That arty spotter has to be movied up to the front sometimes if you want any kind of decent LOS. I just don't understand this rule. If on-board mortars can spot using a HQ in command, why can't a spotter do the same?
  18. For the simple reason that my HQ might be by a flag and is in danger of being shelled himself. I sure as heck don't want my 150 pt arty team nearby if that happens.
  19. Can you use a HQ unit to spot for your arty spotter if the arty spotter is within command? Is the fire mission just as accurate?
  20. In real life, opposing commanders might've known a thing or two about their foe on the other side of the battlefield. How do they conduct their attack? What are their strenths? What are their weaknesses? I remember when I was playing CC2 (that's Close Combat 2 for those of you just entering the WWII tactical gaming world) our community was always talking about the top players, their abilities, what kinds of maps they like to use, etc. I don't think we have that kind of dialogue here partly because most of us play PBEM games and have yet to play the same person twice. The TCP players on the other hand have played many a game and have a better vantage point to build opinions about the top dogs out there since they've probably played them more than once. I'd like to know some of the people who I should be watching out for when I set up my next game. Why are they so good? What type of forces do they like to use and what are their strenths and weaknesses? Are they on a ladder or do they just play for fun? Open your mouth and share some tales...
  21. I've tried shooting down at a buttoned Wasp with an MG from 100m away and it did zilch. I think you have to be directly over a buttoned one to kill a crew memeber. The trick is not getting burned to death before that happens.
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