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markshot

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Posts posted by markshot

  1. I am using the Mod MGR program instead of CMMOS. It works fine for CMBB.

    Is there a simple way to get a complete set of Winter AFVs and uniforms without having to download a millions zip files and create a checklist of every unit in the game to see if I got it all? I mean I would just like to download something called WINTER.ZIP and have it all without having to hunt for it.

    Has anyone done this for themselves and would like to make it available for download somewhere?

    Thanks.

  2. I recently installed CMBB.

    I just loaded that operation not to play it, but to see how my PC would handle the largest operation.

    The PC is P4-2.53GHz, 1Gb RAM (PC1066), GF4 Ti4600, and running XP Pro. Using FRAPS depending on the view, I was getting 3-8 FPS looking at the setup screen.

    The scenario is massively CPU bound due to the vast number of units. How can you see that? Well, if you can turn FSAA on and off, trees, terrain effects, number of men in a squad, etc... and it makes no difference, then you are CPU bound. Given the CPU resources this scenario needs, I don't expect it will be playable on top end hardware for another 12-18 months.

    While looking at it, I also found myself wondering who would want to deal with and manage so many units? Unlike Airborne Assault, CMB(O,B) do not scale very well in terms of player work load relative to managing the battle.

  3. I played CMBO for a couple of years (99.9% SP) and just got CMBB. I am finished reading the manual and am almost finished with the strategy guide. I did not play the demo or follow the forum discussions too much.

    I would like to use this post to confirm my understanding of the proper employment of a number of commands and also raise some questions, before I embark on WWII in the East. So, here goes. (I've left out some commands whose semantics are unchanged since CMBO.)

    MOVE (INFANTRY) - Use this when you need to reposition your troops and have time to do that without unduly tiring them out. The route taken should already be secured or known to be safe.

    CONTACT (INFANTRY) - Use this when you want to probe for enemy positions and are moving through cover. Upon achieving contact, you can then evaluate the situation.

    CONTACT+HIDE (INFANTRY) - Use this when when you want to probe for enemy positions, but do not want to give away your presence.

    ADVANCE (INFANTRY) - Use this when you have been engaged by the enemy, but need to reposition your forces while taking fire. If you need to move your men over open ground while under fire, is it better to ADVANCE or to RUN?

    SNEAK (INFANTRY) - Use this when you have made contact with the enemy but they are still unaware of your presence and you want to reposition your forces with as much stealth as possible.

    SNEAK+HIDE (INFANTRY) - Use this when following a stealthy repositioning, you are still not ready to give away your position.

    RUN (INFANTRY) - Use this when you need to move your forces as quickly as possible when not under fire. What about if they are under fire across open ground?

    ASSAULT (INFANTRY) - Use this to cover the final distance of overrunning an enemy position which is already supressed.

    HUMAN WAVE (INFANTY) - Use this to take advantage of more numerous poor quality Soviet troops attempting to overrun an enemy position which is already supressed.

    MOVE (ARMOR) - Use this to keep an AFV moving while being moderately prepared to engage targets. For example, the AFV must expose its full silohuette, but you want it to continue on to the next out of LOS or hull down position rather than stopping while completely exposed. This a good command to use in a bounding overwatch situation.

    CONTACT (ARMOR) - Use this to keep an AFV from closing on enemy infantry which might foolishly engage it at range. In practice is this command that commonly used? Would you want to use it for recon with light vehicles or is it better to keep moving to cover with FAST? How is this command different from HUNT?

    CONTACT+HIDE (ARMOR) - Is this of any practical use? In CMBO, AFVs had little sucess in hiding in a combined arms environment.

    HUNT (ARMOR) - Use this to probe with an AFV (medium or heavy) for enemy AFVs and or reposition in a hostile environment. If traveling along a non-open route, then local security should have first been achieved by infantry. FAST is better used for light and fast AFVs performing recon. How is this command different from CONTACT?

    FAST (ARMOR) - Use this for recon with light and fast AFVs to speeding from one covered location to another. Use this for all AFVs repositioning rapidly while traveling over secure terrain. Use this for fast turret/stabilized AFVs for flanking attacks on more heavily armored enemy AFVs with slow turrets and vulnerable flank/rear armor.

    SEEK HULL DOWN (ARMOR) - Use this for pre-positioning AFVs to target enemy AFVs in an identified kill zone when setting up static firing positions.

    SHOOT AND SCOOT (ARMOR) - Use this to engage enemy AFVs and pull back out of LOS before they can return fire. This is good to use when your AFV cannot simply slug it out with the enemy frontally from a hull down position. This is good for getting flank/rear shoots when the enemy AFV is distracted by other targets/activities. Is this command the equivalent of HUNT+REVERSE or is it the equivalent of MOVE+REVERSE (the manual seems to imply the later)?

    COVER ARC (INFANTRY) - Use this to focus infantry attention on particular areas of the battlefield. This is particularly good for MG teams so that they are used to maximum effect as opposed to firing at anything which moves. Use this to maintain fire discipline when ammo is important to avoid wasteful/futile long range shootouts across long open spaces.

    COVER ARC+HIDE (INFANTRY) - Use this to set up ambushes. Does infantry fire on anything which enters the arc or must the target be in the arc and in the maximum lethality zone for their weapons?

    COVER ARMOR (INFANTRY) - Use for anti-tank teams to only engage AFVs where there is a high-kill probability a kill. Is this really useful without HIDE? For anti-tank teams is this really superior to simply using HIDE, since HIDE meant in CMBO, "don't engage until the AFV is real close"? Use for rifle squads to focus their attention on AFVs when you want to button them so that they can be killed by another AFV or ATG? Use this for sharpshooters to only target AFVs?

    COVER ARMOR+HIDE (INFANTRY) - Use for anti-tank teams to ambush AFVs?

    COVER ARMOR+HIDE (ATG) - Use this to define firing lanes for ATGs so that they only engage and expose their position when they have flank shots. Use this to prevent ATGs from exposing themselves to engage non-AFV targets.

    COVER ARC (ARMOR) - Use this to keep AFVs from widely switching between various targets. The AFV can focus on using its weapons at range while supporting infantry can engage short range targets. Use this when AFVs which are traveling in formation so that good protective coverage is maintained such that a single enemy target does not draw the entire attention of the formation.

    COVER ARC+HIDE (ARMOR) - Use this for setting up a combined arms ambush of enemy infantry entering a kill zone.

    COVER ARMOR (ARMOR) - Use this to keep AFVs focused on particular lanes of fire and to prevent distraction by non-AFV targets. Will AFV MGs which are non-coaxial still engage non-AFV targets? Use this when AFVs which are traveling in formation so that good protective coverage is maintained such that a single enemy target does not draw the entire attention of the formation.

    COVER ARC+HIDE (ARMOR) - Use this for setting up an ambush of enemy AFVs. Will the AFV given this order cease to hide if non-enemy AFVs engage it?

    ---

    Thanks for taking the time to read this and clarifying or adding to my understanding!

    [ May 10, 2003, 06:13 PM: Message edited by: markshot ]

  4. In CMBO, squad behind wall behavior was less than optimal ...

    Do squads now know that they have cover behind a wall in CMBB? Or do they still freak out, since they feel that they are caught in the open when taking fire behind a wall?

    Thanks.

    [ May 09, 2003, 06:43 AM: Message edited by: markshot ]

  5. Yes, that was good reading.

    However, he did not cover "move to contact".

    Can anyone elaborate on it's uses?

    Thanks.

    ---

    PS: I have one other question. I was just reading about terrain types/structures in the manual. Do squads now know that they have cover behind a wall in CMBB? Or did they still freak out, since they feel that they are caught in the open when taking fire behind a wall?

    Thanks again.

  6. I recently installed CMBB.

    I added CW''s gridded grass and will probably include other BMP mods later on.

    I scanned the forums this evening and found two main comprehensive sound mod packs:

    Father of None

    Night Crawlers

    Does anyone have any opinions on which would be a better choice? I want to feel like I am in the middle of a fire fight!

    Father of None's uses MP3 files. I've downloaded a utility (CDEX) to convert the fire format to WAV, but I have never done this before. Is there anything which I should know?

    Thanks!

  7. So, I just received CMBB (and the strategy guide). Of course, I am reading the manual and the strategy guide now.

    However, I have always considered these forums to be an invaluable resource. Does anyone have some good links that cover what a CMBO player should know when they begin playing CMBB? (I recall discussions I had seen regarding machine guns, soldiers running, waypoint delays, etc...)

    Thanks!

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