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Vergeltungswaffe

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Everything posted by Vergeltungswaffe

  1. Page 162 talks a bit about it, specifically. You can either take the last auto-save from a completed qb, and copy it into the quick battle map folder, then import it with/without the exhausted/spent/out of ammo etc, units, or not, and continue the battle, though you will start back in the start zones depending on what type of scenario you choose. You can also generate a map in the editor, and assign forces (edited or not) which can then be imported into a quick battle to play with units that are "named" etc to make your own campaign.
  2. Very nice work. Looks like there is another talented member in the mod community. Wish I could do that.
  3. Shouldn't a properly laid out trench be zigzagged to avoid enfilading fire along the whole length of the trench? Is that included in the cover bonus calculation?</font>
  4. vils, campaigns come from the community. Look at some of these: http://www.cmmc2.org/ http://www.nodejavu.com/CMBT/version5.html and even a new one for CMBO: http://www.cmcampaign.com/ Don't be disappointed. Join a campaign. If all you want is to play one against the AI, you can do that too. Make, or autogenerate maps in the editor, select your units, edit/name them to your hearts content, and save them in the Quick Battle Maps folder and you can play against the AI in linked battle after battle.
  5. You misspelled both 'nauga' and 'naugahide'. thought you'd want to know... Michael</font>
  6. Smoke 'em and enfilade fire from the flank, or flamethrowers both work well. Of course, neither is particularly easy to do, though flamethrowers seem much more survivable in BB. Shows you why WWI was so miserable. Put a bunch of MG's in a trench and try to pry 'em out with an infantry charge. Good luck.
  7. In the opening movie for cc1 or 2 there is fotage from bombs being dropped over a field and the shockwaves is clearly visible (and way cool)</font>
  8. I would love to have CMMOS-type capability to switch from German/Soviet voices to the American/British idea when I was in the mood.
  9. Here it is, o ye search-challenged: http://www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=get_topic;f=23;t=001317
  10. I have found flamethrowers far more useful, thusfar, in CMBB. The fact that you can suppress the enemy more realistically allows you to maneuver troops like FT up to the front line and actually do their job without getting killed far behind the MLR.
  11. Try here: http://www.britwar.co.uk/site_map.php?menu=5&PHPSESSID=75c452061746d2d0a68d007a280ee1c8 Click on American lists, or British lists for CMBO, German lists for CMBO or CMBB, and Russian lists for CMBB. It has a lot of good info on what makes up platoons, companies, battalions, regiments and divisions.
  12. Bruno, keep in mind that, because of EFOW, as long as you give the HQ a short cover arc so he won't fire, even though he isn't hidden, he won't be spotted except by someone who's too close anyway. I didn't like the change at first, but after playing the game a while, and thinking about it, it makes sense, and, more importantly, it works. I have yet to have an unhidden HQ get shot at by a unit that wasn't really close. Edited to say: Damn, Pvt Ryan beat me to it. [ September 30, 2002, 03:40 PM: Message edited by: Vergeltungswaffe ]
  13. They also have the occasional side benefit. In a quick battle as the Germans, I had one TH team following an assaulting platoon as I suspected a BT-7 to come into LOS as they moved. Long story short, no tank, but Soviet counterattack panics closest squad and kills one member of the TH team, but the remaining soldier used his MP-40 and ended up with 11(!) casualties caused. He even lived. Iron Cross 1st class for him.
  14. Wish I knew what "that" was, but I bet it will cause rampant, unfettered salivating.
  15. Yes, its true purpose is for firing at high-flying bombers. But, obviously, anything that will shoot a large caliber shell 5 miles up could be adapted to shoot at ground targets, as well.
  16. Just a couple of quick tips against Soviet armor in 41. First, mortars are your friend, along with any other arty or mg's to get them to button up. They can't see jack when they're buttoned. Second, shoot and scoot is your friend. Use pause to get your armor to pop out and fire at different times, from different areas and you will do fine.
  17. No, it did not. They are still mostly width. But the size settings seem to work a little better. You can play a small QB on what seems to me to be a bigger map if you select "large" than in CMBO. Plus the option to select a "huge" map is now possible. I was also looking forward to having a narrow, but deep map. But hey, you can import any map you want (other than an op map) in and play a QB on it, so the flexibility is there.
  18. You can't judge the scenario talk forum by right now. It will be muuuuuuch busier in the near future. Here is my vote for Mod Forum only.
  19. Move to contact is far from useless. Unless you think its a good thing to have the entire platoon get hosed down in the ambush instead of just the lead unit.
  20. Andreas, After some fiddling around with quick battles (to look and investigate, etc), the first two scenarios I played were Cemetary Hill and Gefechtsaufklaerungs. I like to do things chronologically, and yours were the two earliest scenarios (though there is a Soviet attack on 41-06-27, I believe). Spoilers! * * * * * * * * * * * My experience with Gefechtsaufklaerungs was very similiar to what Andrew Hedges posted, though I did not have the HT on the road (from fear) but rather in the scattered trees on the left, to be able to fire on the left side of the village if need be. Late in the game, I brought it a little farther forward in the trees to gain LOS a bit further and the, until that moment, hidden 45mm ATG promptly popped it. Very nice placement of that evil little sucker. I think if the arty spotter is removed, it will make the German player a little less likely to sit back and pound away. All in all, an excellent scenario, like your Byte Battles. Now then, Cemetary Hill, which was the first scenario I played, since it has the earliest date, was a different matter. I realize that you designed it for TCP/IP but it looked good so I played it against the AI. I didn't even play by FTC rules (which I usually do vs. the AI) since I was just getting started and wanted to watch everything and learn about all the differences from CMBO firsthand. I thought, with the low light conditions (which was a great inclusion, btw) that I would set one platoon and the two MG34's up in a position that would allow me to suppress any threats that popped up while I sent the other platoon to the far right to lead the way for all the Pioneers and the flamethrowers to make the real assault. That turned out to be a bad plan. My demonstration drew some fire but not a whole lot. I became aware of the pillbox on the corner of the church but had a hard time getting any serious fire on it. Meanwhile, the platoon on the right had no difficulty getting into the woods but when I worked them toward the village, I could only get into the first house, and there was so much mortar fire (several 82's back there, as I found afterwards) that I could not get the Pioneers forward far enough to kick the defenders out and take possession of the flag location. Final result was a minor defeat! To the AI! While embarassing, it was very enjoyable as the CMBO AI only managed a couple of draws over the years, and those were while playing FTC style. It might prove pretty tough for the German player in TCP/IP, but I don't see any reason to change anything in this one. It played beautifully. Thanks for your continued good work, Andreas. David [ September 26, 2002, 02:17 PM: Message edited by: Vergeltungswaffe ]
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