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BloodyBucket

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Posts posted by BloodyBucket

  1. I've done this several times, (Brecourt Manor) and they'll knock out the bunker (bazooka or demo charge) but the occupants are unharmed, and further attempts against the bunker occupants are futile.

    What I'd like to see is that if there is an isolated bunker that is knocked out, and there are still occupants inside, you can have your infantry attack until they are eliminated.

  2. I'd like to see infantry be able to pitch a grenade or demo charge in isolated bunkers. The sitting in front of them, blazing away for several turns with little effect is silly.

    Besides, it's an iconic WWII infantry action. Steve McQueen as Private Reese would want to put the demo charge in the bunker. Now, James Coburn as Henshaw would want to have flame in the game, but Mord already covered that one.

  3. I was never much of a CMAK or CMBO player, so what's the story behind these classic missions with such a devoted cult following like Chance Encounter or Valley of Trouble? What are the situations of those scenarios, and what about them made them so near and dear to players' hearts?

    For me it was the profound shock and pleausure of finding a game where the designer actually "got it". I ran in to CMBO in the form of the demo, and the demo scenarios are etched in my brain like a laser put the maps there. When I played them, it was with a sense of "Hot Damn, finally, it's here! THE GAME that we always talked about being possible one day..."

    I don't think it's that those scenarios are superior from a design standpoint, but for a paper map and cardboard counter tactical gamer, finding CMBO was like being a kid and discovering there really is a Santa Claus. It's nowhere near on the same scale of importance, but just like most of us remember where we were and what we were doing for the rest of our lives when a momentous historical event or tragedy strikes, those first scenarios are going with me to the grave.

    In fact, if I could be buried on that hill on the left overlooking the Valley of Trouble, while those magnificent, blocky squads who have contended over that electronic real estate so often fired a volley and played that glorious rendition of Taps that played at the end of the scenario, I'd be happy to spend forever with a clear line of sight to that opposite elevation.

    BTW, where's the mod that duplicates the CMBO opening and closing music....?

  4. Uh, the Pixeltroopers took off the chevrons when they went in to combat. Snipers, you know.

    That's my rationalization and I'm sticking to it, until BFC comes up with a separate uniform slot for every rank in the new patch that they are making with all that free time now that this game has made them unimaginably wealthy.

    That's the ticket.

  5. Yeah, it's the last stage of surrender. When they are "surrendering" there is no white flag icon, but the soldier will be on his knees with his hands up. At this point they can be rescued if all nearby enemy are killed or driven away, and friendlies get close. After the white flag icon gets hoisted, they are gone for good, or until they get Tom, Dick and Harry dug out past the wire.

  6. Hold on....Not all weapons have the same sound file, of course. The Ma Deuce certainly has a distinctive sound in game.

    IIRC, there are some classes that share a sound file...for instance, there is one SMG sound, you can't have one for the MP40 and another for the Thompson and Grease gun. I think the same is true for rifles and pistols. I'm not so sure about LMGs.

    It's a niggle, but it is kind of fun to catch that distinctive enemy weapon sound while you are "crawling around" the map, and have it alert you that something needs your attention, pronto.

    showing the different ROF and sounds of German and American machineguns and SMGs. It's an extremely hokey training bulletin (Hey, those MG42 ammo chewers are nothing to worry about, new guy!) but it does give an interesting audio comparison.
  7. Another vote for gun crews to be able to leave and come back. If the other side could use the guns, then it would be nice to have an option between spiking the gun and leaving or leaving it operable, but since AFAIK it's impossible to use captured weapons, leave and come back would work.

    I've run in to troops staying submerged in rivers under bridges without drowning.

    Along the lines of the armor cover arc, is there a way to prompt an AT team to use the tube against non armored targets? There's been times when I'd like to expend bazooka rounds on infantry targets or buildings, but mostly the team elects to engage with rifle fire.

  8. To make the medals system realistic, the closer your guy is to a higher headquarters, the better the chance they get an award.

    Of course, if he's in Battalion or higher headquarters, after they action he writes his own citation, regardless of what happened... ;-)

    Really, I think it would be a fun idea, but I know it's got to be pretty low on the priority list, if it's even on there. To keep the "serious" players happy, BF would have to make it an option you could turn on or off, I imagine.

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