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Posts posted by Andrew H.
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I do find hypothetical forces/countries much less engaging than real ones - I think that's why I had trouble getting into tac ops.
But as a compromise, you could set CMSF in Styria.
There are several advantages - not only is the country beautiful, but it would also give you a significant headstart on CMx2 WWII.
Plus, the language is almost comprehensible to German speakers.
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Because it is my actual nameOriginally posted by rudel.dietrich:</font><blockquote>quote:</font><hr />Originally posted by Seanachai:
Why did you?
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That sounds very interesting.Originally posted by aka_tom_w:</font><blockquote>quote:</font><hr /> Hunt is the same as CM's Move to Contact. The unit moves until it comes into enemy contact. Thanks to Relative Spotting this should be even more useful in CMx2.
The hunt command and relative spotting look to be one of the most welcome and and highly awaited features that we are all looking forward too!
Thanks!
-tom w </font>
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This is very cool.
Only thought I have is that people who are red/green colorblind might have some difficulty with the experience level icons. I assume that could be modded, though.
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IIRC, the NATO treaty is only triggered if a country's european (or the US) territory is attacked. Cf. the Falklands...Would Aruba as a Dutch territory not be protected by the NATO treaty - and therefore Venezuela find itself in a state of conflict with all member states should it invade? -
I think - as Steve and others have suggested - that it really depends on what the units are doing. If the inexperienced unit from the rich country has trained to, say, conduct a certain type of assault in a specific way, and they are placed in a situation where they are required to conduct that assault - they will do very well.
Similarly, if the experienced but poor unit is experienced simply in exchanging desultory fire with similarly armed skirmishing units, their experience won't help them very much when they are faced with a combined arms assault or need to conduct a combined arms assault to achieve an objective.
Accordingly, the objective of both units should be to maximize the opportunity to engage in the kind of fights with which they are most (and their opponent is least) familiar.
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Currently, you can order a vehicle - or a squad - around a corner and back - if they see something, they'll shoot.
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I remember many people pointing out in the 80's (in the context of police body armor and criminals with AP bullets) that people would actually be much better off if all criminals carried AP, since the AP rounds tendency to travel in a straight line and exit the body would greatly reduce fatalities. (The context may have involved handgun ammo; I'm not sure). Police were not convinced by this argument.I have pried the penetrators out of tree trunks and they are very small. It also does not have the ability to do the damage a lead ball round would on soft tissue, unless a vital organ was hit. No deforming, no internal fragmentation. -
I use extreme, and then I wear a blindfold, because extreme is not extreme enough for me.
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Early war, the only German tank that can take out a KV-II is the Pz II Flammpanzer. Which, if you can get close enough, has a very good chance. Taking several Flammpanzer vs. a KV-II is an interesting, if highly unhistorical, exercise.
One problem - a near miss from a KV-II can disable a platoon of Fpz. So don't bunch them.
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I beleive Monet also paid attention to things like this. Rouen cathedral.The vehicle above is definately more tan than what youd except to see, but Im pretty sure that this is becuase of the sunlight in that render was later in the afternoon and had a yellow tinge to it and thus giving the entire scene a more warm feel to it. -
Exactly. </font>Originally posted by akd:</font><blockquote>quote:</font><hr />Originally posted by Darren J Pierson:
So, perhaps the game needs a few weapon systems modelled for the Syrians that they don't appear to have? Some sort of mechanism to reflect the "what the hell? They don't have any of those..." situations? It appears that the IDF just had one of those moments. It might make things more interesting from a game standpoint.
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Surrender happens a lot, although most commonly, I think, when a unit is surrounded - or at least someone is behind it.
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I think Elmar's point about the AI wanting to conserve rare tungsten rounds is key here - given the very slight difference in lethality b/t tungsten and conventional shot at this range, the AI probably decides to accept the marginally worse (but still really good) penetration value so that it will have W rounds left over for when they might really make a difference.
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Zmoney is correct; there was a lot of discussion about this back in the day - maybe as far back as the CMBO days. Basically, tungsten's penetrating ability drops off more significantly vs. highly sloped targets than conventional munitions do. Meaning that in certain circumstances, conventional munitions may have greater penetrating power.
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flamingknives is exactly right. The stats in the info screen are for general purposes. If gun X will penetrate 70 mm of typical american armor and 80 mm of typical soviet armor (or whatever), the info screen will show the 70mm state in a west front game and the 80 mm stat in an eastern front game. Although if the gun is firing against a soviet sherman, the actual calculated penetration will be 70mm, not 80mm.
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I'm not sure that the penetration values actually changed at all. When CMAK first came out, there was some discussion of apparently different penetration values as reflected in the stats in the information screen. Apparently, though, the actual penetration values hadn't changed, only the numbers given in the stats box. And these numbers were changed because, IIRC, the type of armor used on US tanks had a different hardness than the type used on soviet tanks, and the number in the info box reflected the penetration vs. the most common armor that would be faced.Originally posted by mav1:I think the german gun penetration values were more accurate in cmbb apart from the 75/48, 88/71 and 75/24, which were more accurate in cmak. Unless new info has come about that I don't know about.
BUT - the actual penetration value hadn't changed, and the actual penetration in the game would depend on what armor the projectile was actually trying to penetrate.
This is kind of vague and half remembered, but you could probably find more details by doing a search. Also, some penetration calculations were refigured, I think. But for the majority of seemingly changed penetration values, there was in fact no calculation change between the games.
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Don't forget that the Mk II Flammpanzer is the only German AFV that can knock out a KV-II in early '41. It isn't easy, mind you, since a near miss from a KV-II can knock out a platoon...but FYI.Originally posted by JasonC:The German flame armor has much lower range but very high ammo loads - 80 shots with 60m range for their best flame weapon the Panzer III, and 55 shots with only 50m range for the SPW 251/16. The SPW is inadequately armored, is open topped, and needs to get too close. The III can be effective. But the Russians ones have nearly double the range and full tanks with main guns as well, much more useful overall.
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If you are the kind of person who vacations in Syria, there's not a lot of room in your life for posting.
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I think they are still conducting research concerning the taste of HUMAN VIRGIN.
man, I should have asked to be a beta tester...
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Actually, this goes back to various card games like Spades and Euchre and Skat, even.Originally posted by dan/california:One idea that comes to mind is to have the players bid for the U.S. side. Who ever was is willing to take the lowest total amount of points gets to play with the fancy toys. If there was a record of both the bids and the game results scenario balance could be worked out very quickly. This goes all the way back to a sci fi paper war game MANY years ago. It can be fun to watch people bid themselves into impossible holes.
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It's nice to see a scenario where AT mines matter, since they were much more important historically than is usually represented in CM games.
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And you ordered a soft drink...
German beer is very good, and I've always had it served cold. But, IMO, the worst beer in Germany is in Berlin. I'm not a big fan of the berliner Weisse style of beer, at least not regularly.
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The REAL Rune caused Vista's availability to be pushed into 2007.
Finalizing CM:SF's Setting
in Combat Mission Shock Force 1
Posted
I'm in favor of the "vague backstory" option. After all, to enjoy CMx1, we didn't need to know the causes of WWII in any real detail to play the scenarios.
I would just set the story in the near future and vaguely allude to Syrian support of a devastating terrorist attack on both the US and Europe. Perhaps prompted by President Clinton's refusal to wear a burka. And maybe include some reference to the difficulty of the overextended US to immediately reply with overwhelming force.