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Pete Wenman

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Everything posted by Pete Wenman

  1. Well you could read the manual or playing the training campaign. If not - just don't expect everything to work the way you think it ought. P
  2. Yes it is - you should see what I'm building with it currently ! P
  3. When deploying units in the editor in the 3d mode, various commands will be active, these include move , which unsurprisingly allows you to move a unit, and face which alters the facing of the unit. These are the most commonly used but others will be available in some instances. P
  4. There's a place I haven't thought about in a few years. When I first experienced its facilities it had only just opened and was very much a village on the Inner German Border ! P
  5. Just to add, as you may not be aware of this, but there is no physical representation of air assets. So no aircraft or helicopters are ever seen rather just their incoming fire P
  6. I play at 1920 x 1080 and it looks like this. I've never had an issue nor felt the need to change it to anything else so leave the display setting as desktop.
  7. Bud - I'll admit I'm not exactly sure what my point is other than my instinctive reaction is that this map and the meeting engagement concept are not a good basis for learning how to deal with the heavier German armour. If you consider the DAR that Ian and MG are running there is a specific task for each side to achieve, with a force mix provided that should allow either to prevail. While luck will come into play, MG must conduct a flexible defence while outnumbered, while Ian must push forward at a pace that is faster than probably comfortable in order to ensure he does not run out of time. To me (and I'm on the purest side of the fence) these are real and tangible objectives that I can relate to. The guy that makes the best decisions during the course of the battle will likely win. The ME objectives on your map are little more than random areas, with no real relationship to the map and I feel that luck will play a large part in the outcome. You both have high powered weapons and so the first to spot has the advantage. On a map this small there is a good chance a kill can be achieved within 1-3 shots, with little cover to move to once spotted. I can see this playing out in one of several ways 1. Rush the flag (in this case the objectives) hope to get there first and then kill the enemy as he tries to get there. 2. Camp and snipe hoping the other player will rush the flag. Neither of these will teach much about how to defeat German armour in a meaningful way to my mind. As for scenarios - Wittmans Demise by George MC is that one that instantly came to mind. A large map, with both open and close terrain, and a real life situation that saw Tigers defeated. Play well as the Germans and you can win, play well as the Allies and you also can win, therefore the tactics used and decisions underlying them are much more relevant to how to beat the opponent. Like you I'm not trying to argue or belittle your experiment, but as somebody that likes to play from a realism point of view, and would rather lose a game than have to resort to gamey tactics #, I do wonder how much you will learn from this. The good news is that the only way to find out is for you to give it a go ! So on with the war. # I know a lot here think there is nothing wrong with gamey tactics and that anything that allows you to win is by default acceptable. I fully understand that, but it's not how i enjoy to play. P
  8. Bud - my thoughts for what they are worth. Was the premise for starting this thread, but you then go and introduce two elements that move the problem from needing a real world tactical solution to something that is far more game based. Namely the use of a very open and un-realistic map, and that the battle is a QB meeting engagement. My thoughts are that in this instance the beating of the heavy Cat's will be down to exploiting a full understanding of the game mechanics rather than a understanding of good all arms combat. I may be being a little harsh here and greater understanding of the way the game plays is never going to be a bad thing, but I would suggest a high quality scenario (something by George MC) might provide a better test bed on how skin those kitties. Just my 2p, and I'll follow this with interest regardless. P
  9. Yes. Just set the arc and give the appropriate move order, or vice versa. P
  10. If you just want to deal with Oosterbeek then Middlebrook is probably the best choice. However the reason I went with those three was for the blend of information. Middlebrook covers the British perspective, Kershaw the German , and the Then and Now book provides detail and loads of photos and maps. The latter two books to however cover the wider operation while Middlebrook only deals with the British and Polish forces in the Arnhem area. P
  11. I used three main references. Operation Market Garden - Then and Now vol 2 Arnhem 1944 - Martin Middlebrook It Never Snows in September - Robert Kershaw P
  12. The two After the Battle, Then and Now books covering the operation are well worth having a look at as they include a mass of then and now photos, period maps and brief descriptions of key actions. http://www.amazon.co.uk/372/dp/1870067479/ref=sr_1_10?s=books&ie=UTF8&qid=1430166767&sr=1-10&keywords=Then+and+now They of course cover the whole MG campaign and so are broader than just the road to Nijmegan though. P
  13. The scenario was designed to be played mainly as British vs AI first and foremost, with the Germans having enough forces when attacking to make it viabe for the AI as an attacking force. However the AI is always pretty robust on defence and the depth of defence gives it a good chance against a human attacker. I suspect it's this ability to play well vs the AI from both sides that makes it a decent candidate for HtH play P
  14. Good to hear you enjoyed Borderland as it was designed to be played primarily as vs the AI. I did always hope however that the forces and terrain would make it half decent for HtH Thanks for taking the time to comment P
  15. The [cavalry] tag is active in the scenario. As far as I recall tags cannot be used in QB's P
  16. A little bit of info here http://community.battlefront.com/topic/118706-map-resource/ and have a look at JonS's scenario guide that has been provided as a pdf file with the last couple of releases P
  17. For units to appear at different locations you need to do the following. 1. Allocate the required units to a specific AI orders group. 2. Paint set up zones for that specific AI group in the AI editor. If you use all 5 plan slots then that allows for 5 different locations. 3. For small groups or groups consisting of a single unit only you can paint numerous set up locations within the same AI plan and the group will set up in one of the locations on a random basis. This method works less well for bigger groups as in same cases all the units within the AI group may all co-locate in the same set up zone leading to massive overcrowding and poor game play. 4. All the AI set up locations must be within the same coloured deployment zone created in the map editor. Open up the editor and take a peak at some the the scenarios that have differing set up locations for the AI as this will help you understand my poor explanation. As far as I'm aware the set up location for reinforcements cannot be changed from the position on the map where the unit is physically placed in the editor. P Edit I should type quicker as Ian beat me to it.
  18. I think this did something along the lines you are after http://community.battlefront.com/topic/105984-wip-combat-recorder-ver200/ P
  19. Ok John here you go. I can't think of a better way to explain this so hopefully it makes sense I've attached the whitedot image that is needed - just save it to your hardrive, Once you have all the layers needed, take a screen shot with all the various contour lines showing and take it to photoshop. Hope this helps P
  20. I've been asked how I captured the contours on my recent Black Sea maps without using Google Earth. I prefer to find a map with contours marked and for Black Sea used loadmap.net You can zoom in on the area of interest which brings up a map level of ever increasing detail. becomes this as you zoom in Once you have the area you need at the scale required simply take a screen shot which can then be worked on in Photoshop or something similar to create the editor overlay. Hope this is of help, but please ask if you have any questions P
  21. If you have not already done so it will be worth your time to play the training campaign that comes with the game and is detailed in the manual. This will provide you with the bulk of the info you need to control the in game assets. Othewise watch ChrisND's youtube videos that show him playing the training campaign P
  22. It's up on the repository at long last http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3509 It's an artistic device to make the maps look more life like. (imo) P
  23. OK guys - given the lack of repository update here's a dropbox link https://www.dropbox.com/sh/ibrnackmqy13i64/AABhQw4HJTK5RU_HwmWedoR7a?dl=0 P
  24. I've submitted the master map from which the maps for mission 2 and 3 of the Russian campaign were cut. The full size map is 5k x 2k. It has a few flavor objects, but not to many so as to avoid slowing things down. Hopefully the file will show up over the next day or so. P
  25. Yeah make sure shaders are on, it might also be worth exiting the game and then restarting as I'm sure I've read a thread somewhere where somebody didn't get the decals showing initially. But they are in game for sure. My high viz decals, showing hits from a M2 HMG P
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