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Posts posted by Col Deadmarsh
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I can confirm this too. I had this same problem with Vin's text mod and needed to install the update in place of the old.
All looks good now.
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Looking for balanced H2H scenarios that are around 30-50 turns. I prefer something that is either rural or involves a town. No city battles.
Can anyone recommend some good ones, maybe with a link to the download page?
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And by the way...what is a "size modifier" on The Blitz site? Anyone know?
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I've been to The Blitz and The Few Good Men. Are there others? I'm especially looking for sites that offer a rating system of uploaded scenarios to make it easier to choose good ones.
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So what are people seeing now that AT teams can fire from buildings?
Are the buildings prone to fires from backblast? Is it worth it to use these teams in structures or should this be reserved for only emergency situations because of the repercussions of doing so?
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What unit are we talking about here?
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What new game are you talking about? The newest game is CMFI and is uses the same basic game engine as CMBN, CM:Afghanistan and CMSF. Everything is standardized and has been for 6 years at least. There's no 'new game' that's dramatically different from the others. There was the recent CM v2.0 upgrade but that certainly didn't take anything away.
I'm referring to CMBB vs. CMBN (new engine vs. old). Barbarossa to Berlin had the names of terrain tiles. During games, you could see what tile you were on and the manual explained what C and C each terrain offered.
Why was this removed from the new engine?
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I can't even tell what is what in my games because there is no reference to go by. How on Earth is this info not in the manual?
Is there a difference between rocky ground and rough ground or are both those types even included in CMBN? What about tree cover? Is there still a difference in cover between pine trees and trees of another type?
And on a similar note, how does one even tell what terrain is what and why was this not included in the 'new' game? It seemed to work great for CMBB so why exclude that feature for CMBN?
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If I own the Commonwealth or Normandy modules and my opponent doesn't, how are units decided in Quick Battles?
Do I have access to more vehicles than him? How does this work?
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I'm surprised myself that infantry wasn't issued smoke grenades as they seem so useful, especially in town fighting.
I got the chance to talk to a vet who landed at Normandy years ago. Even though it's been said over and over around here that smoke wasn't used on that scale, I had to confirm about the rarity of such items. He said they weren't standard issue and he never used them.
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I was looking at the M8 HMC and it says that it carries WP rounds. Are these white phosperous rounds just smoke rounds?
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Can someone recommend a great sound mod for me for the base game?
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And the casualty blink shuts off in a few seconds.
Michael
That's what I thought, but one of my units that has suffered casualties is blinking fast continually during the 'move' turn. Surely, it's not supposed to do that.
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First of all, why is one of my units blinking really fast? What does that mean? I can't find the answer anywhere.
Secondly, is there a mod that gets rid of the blinking for selected units and just makes it a solid orange color instead? I don't get the need for the blinking added on top of that and I REALLY, REALLY hate things that blink incessently.
The slow blinking units are bad enough but this one that's blinking fast is driving me nuts.
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3. All types or rocket based AT weapons can be fired from within buildings given certain conditions and certain caveats. Those conditions and caveats are as you expect... the bigger the bang, the more confined the space, the more potential problems. Problems = suppression and/or injury.
Defintely the best of the bunch. Adds a whole 'nother strategic layer to the game. Or should I say, it puts back what used to be there in the days of CMBB.
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I am just playing the first battle in the new German campaign and in the 3rd turn had a German Panzerschreck guy fire his tube from the first floor of a building killing a British PIAT guy in another building about 50m aways. Made me chuckle
No suppression on the team btw, but the building is rather large.
Any similar or otherwise cool events for any of you guys?
Wait...you can fire screcks from inside buildings in Market Garden??
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Can this be done and how effective is it from ground level?
Also, what is the max range of effectiveness for rifle grenades?
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There's always Ctrl-F, the poor man's index.
Great for PDFs, but doesn't work with hard copies.
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Has anyone ever done a test to see if split squads always get a leader of equal or lesser value to the original squad leader in both leadership and morale?
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If your gun crew abandons the gun due to incoming fire, can they re-man it at a later time once their morale returns to normal?
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Colonel_Deadmarsh,
If you can get your hot little hands on the old Bellona books on German halftracks, you'll find some remarkable things. The Panzerwerfer 42, for example had a Panzerschreck and other goodies to provide local defense when the AFV laagered for the night. The two books detail exactly which halftrack carried what as standard fit.
Regards,
John Kettler
Interesting. So in real life situations, approx how many of these panzerfausts would a halftrack carry for defense?
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I clicked on this unit on one of my battles and it says they are equipped with a panzerfaust 30. Is this right and how would they use it when they're in the halftrack?
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Colonel_Deadmarsh,
A crater helps significantly with gun survival. At least, that was true for my 57mm ATG in CMBN. Managed to keep the gun alive long enough to rack up a kill despite being under MG fire from a dominating ridge.
Regards,
John Kettler
That makes sense on a realistic level. Frankly, I'm surprised the game even allows you to put the gun in a foxhole or trench as it seems foxholes would be too small and trenches too narrow. Surely, this wouldn't work in the real world, would it?
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I am on the 14th mission, Eccosseville (?sp), and I just want to express appreciation for the sophistication of the maps.
I realize they were built to real life--itself quite an accomplishment. But there are so many subtle detailed decisions that were made......that is incredibly evident.
Especially on a bocage map, when the Allies have no bocage breaching ability, the positioning of bocage, and the holes in it, take thought--to make the battle both doable and interesting.
Especially since, when setting AI dispositions, lines of sight, and non-sight, are critical with non-reacting units.
I look at this map, and figure it must have taken PT hours to get it the way he wanted. Indeed, this whole campaign is a chess match of subtle terrain and AI unit placement. I can think about the initial strategy on any battle for hours before making the first move.
[Put this in the wish-list thread: the packaged campaigns also have each map as a separate battle. I like campaigns--one battle affecting another so that that units are precious, the story (!). But not everyone's taste is for so many days/weeks of work/play--let them see the maps/battles more easily! Let the hard work be seen!]
Is this one of the campaign scenarios that comes with the game?
Best H2H PBEM Scenarios
in Combat Mission Battle for Normandy
Posted
Thanks, will take a look at these.