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handihoc

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Everything posted by handihoc

  1. Just to add one point about using smoke, which I hope will get fixed soon: make sure your inf or vehicle are facing in the direction you want the smoke. Unless I've missed something there's no command to target smoke, so it will always go wherever the squad or vehicle happens to be looking, which may not be the direction you want cover.
  2. Great tips, BigMac. I like the 20m incremental movement, giving the opportunity to return fire if necessary. I'll test that. Also HQs. Like you, I generally keep them somewhat to the rear. I'll start moving them up with the squads now and see how much difference it makes. Both those points, assuming they work as you say, are fine illustrations of how subtle this game can be. I'm discovering more and more in SF as I play - I just wish these details had been fully covered in the manual. Then again, it's nice to find surprises so many weeks down the road. A tip I would add: make good use of smoke wherever possible, to move in close on the enemy, or simply to change position safely. Inf carry a limited amount, but vehicles are great for quickly providing total smoke cover to hide inf movement. Also, if your squad is equipped with demo-charges, use the Blast command to avoid open spaces and/or take an enemy position. It has the advantage of surprise and stun. I find it really effective. One more tip, position your inf a reasonable distance from vehicles. If a vehicle takes a major hit, it's curtains for anyone else nearby. This can also apply if your inf target an enemy vehicle at very close quarters. [ December 01, 2007, 03:31 PM: Message edited by: handihoc ]
  3. Rollstoy, you've got a treat coming with Version 2. Relish the mayhem!
  4. **** Spoiler!!!**** I don't think it's too much, though it's damn scary when it first appears. In fact, for single play I think you could add two or three more Syrian tanks/afv's to make it an even more intense final assault. I got a major victory in the end, but I was worried for a while, and it got utterly frantic in the last twenty minutes. Smoke everywhere, half the town demolished - the 155's were very effective - I'd used up the Apache's and 60m mortars by then. The Syrian 'surge' was something of a banzai attack across the main road, and ultimately suicidal (several mg's and atm's rushed into the compound and a hail of lead rather than taking up opportunistic positions outside) and I was able to hold them off, though they did do me a lot of damage. A couple of their BMPs sat in the background and did nothing. Others ran straight into ambushes that a human would have avoided. A few more vehicles coming in from another entry point would have made things very difficult for me. One thing I learned the hard way: when you blow up an enemy vehicle near you, or a nearby friendly vehicle takes a hit, chances are everyone in the near vicinity gets atomised! I'll be more careful placing vehicles and inf in future. It's a great battle, though. It would be very interesting to multiplay it - a human player as the Syrians would presumably avoid many of the mistakes the AI makes. [ December 01, 2007, 03:16 PM: Message edited by: handihoc ]
  5. Oops, I've now added a Slight Spoiler notice to previous message.
  6. *** SLIGHT SPOILER ALERT!!! *** Phantom, I've just entered the final thirty five minutes. Discovering what I missed by ending early. My God, I think it's Armageddon! Gotta go and take a breather before the final Apocalypse. [ November 30, 2007, 12:57 PM: Message edited by: handihoc ]
  7. I decided to quit to play again when the fourth platoon arrived. I 'probably' would have won with them as I'd successfully pushed a squad into Shakim's HQ, and inflicted major carnage on the enemy, but like I said, my losses by then were pretty horrendous, due to a couple of tactical errors on my part. Just a personal thing, really. I feel I could/should have achieved a better result, so I'm going back in!
  8. Well, after initial success I've had to retire and lick my wounds, prepare to fight another day. I think I would have just about won, but with an unacceptable casualty rate, so I'm gonna try again. WEGO Elite: First platoon did okay, Second platoon and scouts got rather shredded. Third platoon got into the compound but suffered severely from cunningly hidden rpgs. Two of my MGS likewise. Bradleys arrived but I pushed them too far too soon and paid the price. The Apaches are great, and I'm glad you brought them in earlier. The extended battleground to the north is also an improvement for enemy manouevreability. The battle plays out really intensely, despite LOS/LOF inconsistencies already mentioned. Some really nice counterattacks and great house to house battles. Still rate it as one of the very best. [ November 28, 2007, 03:27 AM: Message edited by: handihoc ]
  9. Yep, BaBado (Return to) is a phenomenally good battle (as it also was in its original form). Even with some LOS/LOF and occasional manouevreing bugs, this is a real nail-biter in single play. It's one of the battles that really shows what SF is capable of - and once 1.05 is out I reckon/hope even those last bugs will be gone.
  10. Interesting that in the new version, a simple change of elevation significantly impacts on the opening minutes of the engagement. That's as far as I've got, but it's enough to engage my interest further. I'm playin WEGO, which I don't usually. Takes longer ,but allows a more in depth analysis of what's going on. Has anyone won a total victory (on the previous version) at Elite (which is what I play)? I think it's very hard. As I said earlier, I got it eventually, but only after many saves and reloads. I'm going to try and keep that to a minimum now, but we'll see. . . Taking note of your hints.Just love this scenario, though.
  11. Steiner, looks like you downloaded one of the earliest versions from a while back. I went to CMMODS too, but the lastest one isn't there, it's here: http://www.mediafire.com/?fnnmbjjdawg
  12. I started replaying the first (Return to..) - still great fun, but significantly easier second time around - though I haven't finished yet. So this new version will be interesting. PS I didn't find the A10 useless. I didn't get to use it till right near the end, but it took out a couple of Syrian vehicles and several inf. Yes, there were a few strange LOS/LOF issues, but they didn't spoil it.
  13. Adam, as I said, once all remaining bugs are fixed. But in the meantime, with V1.04, I'm bearing with the bugs and still having big fun.
  14. Just to add my tuppence worth as an ordinary punter who just plays: yes, more high quality scenarios will make this game what it really has the potential to be (once all remaining bugs are fixed, hopefully in V1.05). We already have several. Top among them, imo and others, are George Mc's Hammertime. Awesome. And the new one from The Phantom, called Return to Babadu. A total blast from start to finish. George's Rescue, which I've not had time to complete yet, is also beautifully constructed, with some really inventive moves and skirmishes from the AI. Had to retreat with my tail between my legs three times now. Looking forward to completing it. (A couple of the best battles in the campaign were designed by George, too). There are others of very high quality design. Hats off and beers up to all those designers. I just hope you keep 'em coming. And George, please stop taking holidays. We need you here! [ November 22, 2007, 03:06 AM: Message edited by: handihoc ]
  15. Finally finished, and I'm shell-shocked and hugely impressed. A highly immersive, brutal battle, really well designed, with several very nice touches from a ferociously aggressive, but also quite wily AI. I'm wondering how much it will change when I replay - ie, three AI battle plans. Do those include differing startup positions for the Reds, or can I count on them always being in the same positions? I'll play again soon. I want to see how far I can get with just a couple of saves, rather than the many I resorted to. I eventually got a Total US Victory, but only because I'd saved so often. Put short, this scenario toasted me! I'd like to try it in WEGO, too. I find it hard to offer any crits or suggestions for improvement. It's a nigh on perfect, full-on blood and thunder battle. If anything crops up in future attempts I'll let you know, but for now,I rank it high amongst the very best designs so far. Bring on more!
  16. Furious, hellish, thoroughly enjoyable, an absolute blast (literally!). I still haven't completed. Playing Blue Elite in RT with frequent pauses to gather breath and regain my mind, and having to revert often to earlier saves, which some might say is a bit gamey but I simply wouldn't have a hope otherwise. It really is a great battle, and I'll give a final sum up when I complete.
  17. Yeah, loving it. Absolutely loving it so far. Gone in with completely different tactics, making better use of the specialists in my teams, and starting to make great progress. Visually spectacular, as you spend a lot of time in this one down on the ground with the men and vehicles, whereas in some more open other battles I tend to hover overhead a lot more.Seeing those Strykers manouevre through narrow entrances and up and down narrow lanes is really impressive. Great fun.
  18. I played the original version of this, numerous times through three incarnations,and it still is one of the most enjoyable scenarios so far created. So I'm looking forward to seeing what you've done with it, Phantom. First impressions: fascinating map, but deadly for the US, with enemy having all manner of very unpleasant kill-lanes for the US to navigate. I got my ass shot off in the first ten minutes. That's not a bad thing though. Just means I'm going to have to thoroughly re-think my approach. Looking forward to spending more time on it. [ November 18, 2007, 05:14 AM: Message edited by: handihoc ]
  19. Looking forward to this one, George, though it may be a few days before I've time to really get my teeth into it. Another nice-looking map, no doubt ambush-rich and bound to give my sorry ass a few good hidings. Will report back when mission complete.
  20. Hmm, interesting . . . I was trying to load it again, nothing. Gets stuck at 50%. Phone rings and I forget it and leave it on non-moving loading screen. About six minutes later the scenario actually loads! Something wrong here. I've got a Core 2 Duo E6600 with 2Gig RAM, and most battle load in seconds - 20 sec max for some of the bigger battles.
  21. I can't get beyond the Air Warfare mission in the campaign. Single player, Blue Elite, I get a major victory then the game freezes fifty per cent into loading the next battle. In v1.03 I got beyond this point, but in 1.04 I'm stuck.
  22. Does anyone ever use this command? Seems to me crews bail out automatically when a vehicle takes enough damage.
  23. Yep, leftmost pair of buildings, infantry and mmg's on second floor, no problem. Done it a few times now. MarkEzra, I'm assuming from your previous handle that you're a fan of the late, great Kurt Vonnegut? I've got everything he ever published on my shelf, and still dip in from time to time.
  24. I got teams onto the second floor without a problem. Managed to get a minor victory, even though I took heavy losses. Don't quite know why it was a victory, as I hadn't taken any victory locations beyond the crossroad.
  25. Neither, TC. I'm just having fun with a great computer wargame that keeps improving. I'm sorry if you're not finding the same, but it's definitely in there for anyone who wants to take the time to play it. If the fun stops coming, I'll be gone. That's the only (unstated, but I would say mutually understood) contract I have with any company that provides any form of entertainment that I can engage with.
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