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Triumvir

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  1. It's kinda silly to pit one game against another, but try flying the Ju87G in IL2 and doing a strafing run. I think you'll find that an 80% hit rate is extremely high. Playing a (relatively) realistic sim game has given me some insight into the difficulties airpower has in making a difference on the battlefield.
  2. I've been playing a LOT of IL2:FB recently. Back to my very first love, flight sims. The models are kinda screwed, but it's nice to see the uberFinn legend lives on; try flying one of them English Chainsaws (aka Hurricanes) against I-16s and see what happens... I don't think 8 rifle calibre MGs can saw off a wing with a 2-second burst.
  3. Well, depends on whether you consider points to be relative to the entire pool of German/Soviet resources or absolute based on the merits of the weapon system itself. If relative, then it doesn't seem to make much sense that the costs are equivalent. If absolute, though, it makes perfect sense for prices to be roughly equivalent or even more expensive -- the Soviets had a _lot_ more resource points to spend overall than the Germans and you as a tactical commander only see a small fraction of total points available. Rarity muddles the issue a bit by adding a historical factor, but if variable rarity is used, it makes purchasing a lot more interesting. In CMBO there was no reason to not go with standard forces -- in CMBB, there is a possibility that a slightly unusual force may make more sense when you're allocating your points.
  4. When I build scenarios, I like to scatter the map with significant landmarks. However, if I want to represent something like the results of reconnaissance by plunking landmarks down on suspected enemy side locations, that enemy side can also see those same landmarks, and -- if they're smart -- move their units away from there. Yes, I could padlock units to position, but I believe in doing that as little as possible. Therefore I ask that in CMAK -- and CMX2 at least -- we be given some mechanism for generating side specific landmarks. I expect that it's not possible to do that using the existing landmark interface -- but perhaps you could create a landmark unit, somewhat akin to a flag, that is placeable and visible only to one's side. Is this a feasible request for CMAK?
  5. Well... far be it from me to plug my own test scenario, but -- can I plug my own test scenario? I have attempted to simulate a Soviet assault on a secondary defensive line -- in other words, out of the range of most of the heavy artillery, but with sufficient left over to make ears ring on the German side. I don't do many scenarios, but I'd be very interested in getting feedback on how realistic or accurate my force compositions are, as well as how I should restructure my defensive positions. You can either get it at the Scenario Depot or by emailing me at triumvir@yahoo.com. Cheers, Triumvir
  6. I have a scenario I'd like to release for playtesting, set in June 1943 with a Soviet Guards infantry battalion plus attachments -- including heavy artillery and armour -- assaulting a hill held by a German infantry battalion minus, with no armour attachments. Would anyone be interested in playtesting this scenario? Also, I have the base map of the hill saved if anyone wants to build a different scenario based off it. [edit comment=Remember to say how to get it] If you're interested, email me at triumvir@yahoo.com [/edit] [ April 22, 2003, 06:49 PM: Message edited by: Triumvir ]
  7. Well, it was either go out in a blaze of glory charge or be picked off one by one while running for cover. The important thing is that none of the Soviet tanks stopped and ran.
  8. They are absolutely excellent at killing TCs. When the Panzers came out onto the square in that scenario, the sharpshooters killed the TCs in one turn, leaving the tanks easy prey to the 45mms. Even though I didn't kill them outright, they were immobilized and soon thereafter either the crews bailed or were unable to pick targets. The air support was icing on the cake.
  9. I dunno, I haven't seen this behaviour before. When playing the [CENSORED] operation, on the third battle, my company of T-34s was advancing across the open ground towards a hill behind the second town. To my horror, I saw 2 KTs and 2 Panthers crest the hill 600m away with all my tanks at least 200m from cover. So I charged my T-34s and T-60s forward en masse, with my IS-2s behind trying to plink the Panthers at least at long range. If it worked at Prokhorovka, then it might work here, I reasoned. Out of 17 charging tanks, 5 made it to the base of the hill, and 1 lone, brave T-60 got close enough to ping a 45mm round off the side of a KT before it died. None of them stopped to throw smoke and all of them were charging along like good New Soviet Men. I don't think that the AI's behaviour is necessarily always detrimental to Soviets.
  10. JonS, I'm from Singapore and an not-quite-ex-gunner (still have reservist liabilities.) I always liked the 25pdr; it's a nice simple gun that six people can easily manhandle about -- one of my fondest memories was the up-hill 25pdr race. In Oriente Primus!
  11. So _that_'s what the conical thing on the 25pdr is for! We only ever learnt how to handle and maintain it for parade firing and I was always curious how the cone worked.
  12. I'm thinking of writing some small unit actions based on actual events in Afghanistan, with the Axis filling in for the Mujaheddin. Would anyone like to test the first scenario I've written, called Block and Sweep? If you would, please email me at triumvir@yahoo.com
  13. By the way, what _are_ uberFinnish ranks? What does Alikersantti stand for?
  14. I had a tank hunter team take out 27 casualties. Not much of a surprise for an uber-Finn; but after _running out of ammo_, he singlehandedly killed an entire elite Soviet cavalry squad, blazing away for two continuous turns, in hand to hand combat. As you can see, toothpicks aren't necessary.
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