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ArmchairKIA

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  1. Oh, how I would love to see a Red Barricades operation! Hmm, could they make it take a year to play, too? It's been a long time since I played ASL (vs my bro, and one turney). Cheers! gabe
  2. SuperSulo, I like the suggestion. Currently I purchase units in groups when doing a QB. I'll purchase all the OBA in groups (as well as other types of assets) so that I can select one and +/- to find the rest. I also sometimes place them together so that they are easy to find as well. Cheers! -gabe-
  3. For reinforcement interdiction - delay # of turns and/or cause casualties (would probably have to be just random units) For artillery - probably stop FFE's and destroy some ammo capacity would be the most realistic. The actual numbers (% reduction in reinforcements and ammo, etc) would have to be researched. Cheers! -gabe-
  4. I only use FB's on very large maps when I use them. I would prefer to spend the points on GV's or arty. IMO the FB's sometimes spot too well (strafing infantry in forest or buildings that none of my units can see). It would be nice if the FB would attack the enemy arty or interdict offmap reinforcements (especially in ops). Cheers! -gabe-
  5. I like all the suggestions so far. For night combat I would also like to see illumination from starshells (and perhaps fires), and gunflashes from all firing units. Gunsflashes can can allow units to be targeted at longer range but probably should be restricted to area fire. Gunflashes located too close to enemy units would increase the change of recieving friendly fire. And light flashes from explosions. I would also like to see increased concealment for bunkers and vehicles in non-open ground terrain. And I would like to see ammo carriers for in-game resupply (infantry only, should be for long scenarios) that blow up spectacularly. And for something that is really way out there, I would like to have speed of sound delays based on the distance from the "camera" to the gunfire/explosion. Especially when combined with nighttime lightflashes. OK, I better stop now! Cheers! -gabe-
  6. Cauldren, re: <BLOCKQUOTE>quote:</font><HR>Painfull process to find that 81mm spotter anongst 100's of units, at least CC series had a log of units ( admitadly far fewer).<HR></BLOCKQUOTE> In QuickBattles, I always purchase spotters, and other hard to see units, together so that I can cycle through them with the "+" and "-" keys. This should work fine with Operations, except with reinforcements. With reinforcements, you could try to place them consistently adjacent (in the unit listing) to an easier to find unit (e.g, first vehicle). When playing larger operations, I tend to place them in certain easy to remember physical locations that make it easy for me. Hope this helps! cheers, -gabe-
  7. Rollstoy, I was close to posting the same request (for #1)! For #1, have the interface allow you to select passengers by clicking on their "passanger" symbol. Cheers, -gabe-
  8. I would like to make a suggestion regarding victory points and victory conditions for Battles: <LI>Combat units exited off of the friendly side of the map should only give the opposing side partial (1/2?) victory points since they are not destroyed. A tank with damaged main armorment and vehicles with no ammunition are examples of a unit that can be withdrawn. <LI>Non-combat units (trucks and unarmed vehicles) can be exited for 0 points since they should not be too close to the battle anyway. <LI>As for making a tactical withdrawal allow the defender to exit any combat unit for 1/2 VP. There would have to be a scenario setting to either allow a tactical withdrawal or "fight to the last man". If these ideas are implemented, the AI should be able to use them also. As for Operations, I think that "B" could be applied. Cheers! -gabe- P.s., Sorry if this has been discessed previously, but search functions are a bit too slow for me.
  9. PM7500 64MB RAM, 240MHz G3, runs fine and never crashes (with CM and Diablo II), Sys 8.5.5. My brother recently got a HP P7875 PC 128MB RAM, 1.3GHz AMD, etc. Well, there are some really nice games but it crashes too often. I'm sticking with the Mac, but won't get a new one until I get off my lazy butt and get another job Cheers! -gabe-
  10. BUMP (Ouch!) I too have read/heard accounts of vehicles being very difficult to spot.
  11. I prefer the Brumbaer, but I might take it for a spin in a large QB just so I can say "Wow, that blode up GOOD!". cheers! -gabe-
  12. Just a idea on implementing bombardment. You would have (purchase if QB, large maps only!) target markers similar to TRP's. Markers my not even be necessary. Bombardment would start and finish after setup is complete. I think that it would be very similar to a rocket bombardment in that the 'ammo' would be used up quickly (time compression, for the sake of playability). Just an idea, -gabe-
  13. And did the pilot and other passenger die in the same whorehouse? (Note to self: Whorehouses are dangerous.) cheers, -gabe-
  14. Wow, this sure got the lurkers out! The Armchair part is, of course, borrowed from "armchair historian". I chose ArmchairKIA because "KIA" can stand for two things: Killed In Action, or Know-It-All. cheers, -gabe-
  15. Sturmpanzer IV (Brumbaer) US M16 Also, the Germans had some halftracks that were modified to carry rockets (mounted on the sides) that were used for support that would be interesting. If rules that took their abilities into account were implemented, then I would also like to see OP tanks and command tanks. cheers, -gabe-
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