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WWB

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Everything posted by WWB

  1. Glad you like it. All of the operations on the CD are very good, the question is manageability of forces. The 3 small ones are A Long Day's March, Dergratschi Roadblock and Mobile Defense. But any operation is a great choice and will be far different from CMBO. WWB PS: For a great 2 player CMBO operation try Steckenroth Roadblock, avaliable at the Scenario Depot. Link is the first line of my sigline below. [ September 30, 2002, 05:47 PM: Message edited by: wwb_99 ]
  2. Units remain in their prior positions, with the endgame ammo count when imported. Max turns in the editor is 90 IIRC. WWB
  3. There are 2 Kursk battles on the CD: Whittman in the East and Prokhova Finale. WWB
  4. Ground conditions are tied to region. Well, all the map stuff is tied to region really. Importing QB maps will not help as they pick up weather, region and ground condition info from the QB parameteres. I agree with the idea of a combo-box for ground conditions. In reality there should be snow on the ground in Russia mid-October thru mid-march but the only way to get that is to set the parameters to snow or blizzard for the battle. WWB
  5. It is an all or nothing import. Everything gets pulled over, including crews to KOed vehicles. There is no resupply. Just importing the map alone will import damage as well. Well, you can actually delete units in the import screen if you want to get rid of stuff. Now, what one cannot do, which would be real cool, is to import an endgame map into the scenario editor. Will make pre-destroying cities a snap. WWB
  6. Does not work--the mortar HTs listen only to infantry HTs. WWB
  7. Check em out in Katukov Strikes Back. The 88 is mean, real mean. WWB
  8. After you are done with Dzherinsky in October, I suggest checking out Dzherinsky in Febuary in a battle called "The Last Stand." WWB
  9. Easy to do with an imported map. Just make setup zones and flags in appropriate places. WWB
  10. I cant claim that this battle was too hard as either side versus the AI. The soviet player has some big advantages that a human can take advantage of, while at the same time the AI cannot handle a coordinated attack into a city. Needless to say it plays quite a bit diffrently with 2 human players, which is what I designed it for. WWB
  11. You have three options for Rarity: None, Standard or Variable. None is no rarity whatsoever, standard is the baseline rarity numbers and variable is a twisted form of the standard form. I reccomend variable, as it leads to the most interesting fights. WWB
  12. Rarity is not in effect when desiging, but it does show you the rarity values. Also, remember that even points does not make an even battle, alot more though has to go into it. Balancing the map, objectives, timing and forces is alot more nuanced than a simple balance sheet operation. WWB
  13. Okay, but why make them less flexible? The argument with borg spotting is not unjustified, but it can be simply avoided to make the spotter 'gamey'. He can order delays or pauses - maybe he can even order each turn to hold fire til the next turn. But this works only as long as he don't move, so the Spotter must stay all the time on the same place with LOS to his target zone. Well, that would be at least a compromise between realism and playability.</font>
  14. One thing that must be kept in mind is that while there are all sort of realistic abilities one could give arty, it must be balanced with the Borg spotting and universal eye of the player. Making spotters too flexible might well make arty way too dominant in this game. WWB
  15. Scenarios and mods are separate beasts. WWB
  16. Methinks its a bug. Hold on to a savegame. BTW, how do you like the op? WWB
  17. Black block, russian, likely a RPG-43. Them things are deadly. WWB
  18. I did 2 of the ops on the CD, and both of mine are on the smaller, manageable size scale. Dergratschi Roadblock is actually a medium battle, but was bumped up due to some conditial reinforcements. It can be played solo in an afternoon. Long Day's March is slightly larger, but very fluid and is also quite manageable in a weekend or so. WWB
  19. I would love to see this myself. I will add that, if you are careful with smoke and such, you can get a 1400x800 map running reasonably smoothly on a 64mb graphics card. WWB PS: That map I am working on is but a pinprick in that sprawling city. [ September 27, 2002, 08:07 AM: Message edited by: wwb_99 ]
  20. What I have seen help, depending on your setup, is turning off sounds. Graphics tend to ride on your video card completely now, but sounds still eat a fair amount of your processor. WWB
  21. When you load a QB map, the troops are orientated the same as a normal QB. Russkies go west, germans go east. This does not work with many scenarios. I wrote up a short piece on the rules CM follows with QB maps, I will try and dig them up. WWB
  22. I did not do anything Kurt Meyer specifically, but my "A Day at the Zoo" and "Dergratschi Roadblock" scenario and op do cover his division during the kharkov battles. Main reason it never happened is amazon took way too long to get me Grenadiers and I finally canceled the order and bought booze. WWB
  23. Hope you liked destroying my map. Please do send me a savegame if you have it. WWB
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