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Rocket Fodder

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Everything posted by Rocket Fodder

  1. This is an area where Close Combat did a good job. As you may remember, in CC2 your losses haunted you throughout the campaign. Lose a tank and it's gone during the next engagement. Lose half you're men and that's too bad. If CM had a campaign like CC then casualties would be more important. But right now you can lose all of your men and still win the battle. Therefore this is something I would support seeing in future games. Regards
  2. To make Vietnam CM possible Battlefront would have to make another tool available called the Stupid Political Tool or STP for short. The STP would be similar to the LOS tool available today. Dragging the STP from one American unit to an enemy unit would tell you if you are allowed to engage that enemy at that time. If you are allowed to engage it will also tell you with what ordance you are allowed to engage with. Also Battlefront would HAVE to provide the Torching Unit of Death who's only responsibility would be to set small villages aflame in order to flush out any enemies hiding within. The player could then use the STP to engage the whatever flushes from the burning village.
  3. I'm sure this has been asked numerous times, but the search engine is KO. Can a tank kill a pillbox? How about arty? Thanks!
  4. Never mind, found it: http://www.combatmission.com/articles/HQ/hq.asp Great article. Later!
  5. I remember reading a wonderful article about how to properly use your combat bonuses (+2 command, +1 stealth, etc...) I think it was written by Fion. Anyways I want to read it again but can't find it. Anyone know what I'm talking about? Regards
  6. Just before my boy was born I was heavily into CM and enjoying every minute of it. After he was born I would sneak up stairs and play a turn and then come back down to hang with the family and ponder my next move, then back up stairs I went to play another move. But this didn't work out too well because I'd spend an hour issueing commands and looking over the battlefield. Eventually I gave up, those munchkins certainly take ALOT of time!
  7. Ack, I was hoping there was one mind-blowing package I could download. Oh well, I guess I'll spend the next week hunting down textures and what have you. Later
  8. After a 10 month vacation from CM due to a new family memeber I'm interested in playing the game once again. Is there anything important, other than the latest patch, I should download and apply to increase my gaming pleasure? Thanks!
  9. What, and take your carefully crafted trademark? Hi Croda!
  10. Just wanna get in on this thread before someone locks it.
  11. Here is the logic I would imagine I would use in "real life." 1. Find the range with regular AP. 2. If the first one or two regular rounds fail to inflict damage, load T. 3. If T fails to inflict damage, run like hell. Of course other factors come in to play. For instance, the AI should never fire T at half-tracks or light tanks even if the first couple of rounds fail. Also, I would model panicing crews. If my lonely AT gun is happily firing away at littl e old half-tracks and then a Tiger rolls up 200m away, immediately load up a T and fire. The crew would be panicing at this point. Regards
  12. I envision my AT crew picking their precious tungsten rounds out of the crater left by the panzer and carefully wiping the dirt and mud from each one lovingly. Retreating slowly behind friendly lines, they spit polish the rounds until they are like new, just waiting for the the mother of all tanks to make an apearance so they can roll the rounds down the hill towards the enemy.
  13. I hate to beat a dead horse but... In an earlier post I moaned about how my two 76mm AT guns failed to load up Tungsten after bouncing 4 rounds (each) off a Tiger caught in an ambush. The range was about 200m to the tiger. So, at the end of that turn even though my AT guns didn't load T they managed to knock out the Tiger. I can live with that. Next turn. A panther that was trailing about 10m behind the Tiger manages to reverse out of the line of fire of both guns into a nice defensive position. One of my guns still has bead on him though, the range is 308m. The tank and the AT gun trade about 5 rounds. My AT gun misses with 1 and then bounces 4 off of the panther. Does it load up T? No. It then takes a direct hit from the tank and the war is over for that crew. Please battlefront, change the logic behind Tungsten. My gun had perfect aim, bouncing several shells off of the tank. I bet if it had loaded T on that last round, that tank would be history!
  14. Claymore, Your game gives the allies 4500 points vs 3000 for the axis. I think the original poster was stating that given a somewhat even point spread and a dug in Axis defensive posistion, the Allies are walking into a meat grinder. Regards [This message has been edited by Rocket Fodder (edited 10-06-2000).]
  15. As you can see did do a search. My point being it is stupid for any AT gun to not use tungsten if the first few rounds are harmless. Believe me, if I'm standing behind that gun with a Tiger 200m away, I'm not going to hesitate to use my T. In battle, the quick survive and the hesitant perish. I'm sure in "real life" if an AT crew sees a Tiger roll up they would not think twice about using T. Am I wrong? That's what it's there for!
  16. Ok, I found these two quotes after searching the message board: <BLOCKQUOTE>quote:</font><HR>Sometimes the Sherman, esp. if it only has 1 or 2 tungsten rounds, won't use a tungsten round on its first shot if that shot isn't likely to be accurate. No point in wasting it if you don't have any to spare (liberal use of tungsten is rarely a luxury a Sherman commander can afford) - so it may use a regular AP to "find the range" and then use a tungsten. Charles<HR></BLOCKQUOTE> <BLOCKQUOTE>quote:</font><HR>If you have the full game, read p58. In summary, the TAc AI will only use special ('tungsten') when normal ammo has failed and it is reasonbly sure of getting a hit. The fact that a normal (AP) round killed the Tiger shows that the TacAI was correct in not wasting a further round of T.<HR></BLOCKQUOTE> I set up a QB where I was defending and the AI was attacking. I (the allies) setup an ambush with two 76mm AT guns. One gun has 2t and the other has 6t. The battle begins and low and behold the ambush is triggered with a Tiger tank about 200m from the two AT guns. Both have nice fields of fire, the Tiger is trapped. So, I watch closely as each gun bounces several rounds of off the Tiger. A couple of rounds break apart on impact. I would estimate each gun hit the Tiger at least 3 times maybe 4 before it was knocked out. Now, neither of the guns fired a Tungsten round. Why? If they have the range and see rounds bouncing off of the Tiger, why not fire a Tungsten round? Are they just curious to see if regula AP rounds will do the trick? Come on! This is war and you will DIE if you don't knock out that Tiger! What's up with that?
  17. Along the same lines as the "Penalty" thread, there doesn't seem to be a way to delete an ambush spot after it is laid down. Perhaps I'm missing something? If not this would be a good feature. Regards
  18. The cold war had similar orders of battle: Russia: Huge numbers of cheaply built war machines. US: Small number of high-tech items
  19. It seems the way the AI buys equipment and men in quick battles is a bit strange. Since the AI buys at random and the human player can pick and choose, won't you almost always have a lop-sided battle? What's the chance of th AI picking something half-way decent? The Human can load up on Fireflies and Jumbos while the AI is stuck with worthless junk!
  20. It seems the arrow keys perform slower than clicking on the corresponding button at the bottom of the screen. This is surprising since they perform the same function and I would expect them to perform the same way. Is there a reason it is different? Regards
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