Jaldaen
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Posts posted by Jaldaen
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I'd be interested... do you have any other information about any action that took place there or is this a map of a part of Normandy that could have seen action and didn't?Originally posted by Pud:I wouldnt even pretend to believe i could have the patience to do one. I take long enough just choosing my side in a quick battle!
Anyone who cares to is welcome to do a scenario with it.
Also if you could send a few aerial photos my way... I've been looking for some for the longest time... but all the maps stops I've found require money that I don't have
Great Map!
Jaldaen
PS: When you send the map, please send any info you want attached to the Intro such as map designed by Pud, email addy, based off of (aerial map info), etc... that way I can include it in the scenario
[ May 08, 2002, 09:52 AM: Message edited by: Jaldaen ]
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Hey all you brothers out there!
A Happy Easter season it is... why you might ask?
b/c I got an advanced beta copy of CM:BB and boy is it going to knock the socks off of anything else out there when it comes out....
The graphics are great and the units are looking better than ever... I do have a couple bones to throw you so here they are:
Bone #1: CM:BB will have two modes to choose from when creating a quick battle: historical and fantasy. If you choose historical then the QB allows you to choose all the units that were historically available during the time frame choosen. Now however you can choose the fantasy option which will allow you to choose Prototype vehicles (Panther II, Panther F, night vision Panther, E-series) and one-of-a-kind oddities (Maus)... that's right Steve changed his mind!
Bone #2: CM:BB has a built in Mod organizer with three pre-made "skins" that a player can chose from. Low-Res, High-Res, and Hamster! That's right hamster! Now hold onto your hats until I explain. Ever since the hamster portrait mode came out BTS has thought that it would be a neat idea to mod hamster rifle platoons etc... and although it did hold up production for a month (as we playtesters sent in model portraits of our pet hamsters) it was well worth it... I've never had so much fun playing this game! Thanks Steve for giving into his baser instincts!
Bone #3: All righty this is the last one you are getting out of me (not to mention that I think I see Steve walking towards my playtester cubical (cage more like it... they haven't even refilled my water bottle or changed my newspapers for three days... something about going on holiday!)... Anyway last but not least CM:BB will have a secret hamster level! That's right after you beat all the scenarios included in the game a secret scenario will appear on the title page in the disguise of a "medal of honor"... The tenative title of the scenario is "Hamsterdamn or Bust!"... and it is designed by our old friend Wild Bill!
Thanks for your time and have a great APRIL FOOL"S DAY!
-Jaldaen
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The Depot is a great place to get scenarios...
Now for my personal pick:
I highly recommend Beyond Bolero as a PBEM game... not just because I made it but because others have reviewed it and agreed with me that its not half bad for my first scenario
-Jaldaen
PS: If you do play it then please review it... I need the info
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Just wanted to thank those who have downloaded/played Beyond Bolero over the last month...
To Bigmac, Dirtweasel, S. Sgt. Havilandt,
Thanks for your reviews and if you have any private thoughts on the scenario please feel free to email me at jaldaen@aol.com.
Thanks,
Joseph
PS: The current score for Beyond Bolero is 8.04
PS: Feel free to vote for Beyond Bolero in the favorite categorries if it fits any of them for you
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I know what you are saying if you want the AI to keep things integrated then you have to really condense the set-up zones, which make Multiplay a little less interesting Thanks a bunchOriginally posted by Dirtweasle:They were spread out pretty good, not bad except the AI does tend to forget about unit integrity.. eg., no platoon leaders with the squads. I'll give it another go with your default set up.
-Joseph
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Thanks for taking a look at it... I should have suggested that the default be used with set-up...Originally posted by Dirtweasle:Got it - Played it last night as the Allied side allowed the Germand defender to set-up. Pretty good fight aganst the AI for the first 20 turns, after that it was still fun, and was able to push to the last V/L.
I'll post a review on that website later, and just wanted to let you know it was a pretty good scenario you made.
The AI makes some interesting choices when you allow it to do its own thing
-Joseph
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Here's the link to the Depot!Originally posted by Dirtweasle:Do you have a link/URL to it? Can't find my bookmark for scenario depot
http://www.dragonlair.net/combatmission/
Hope You Enjoy
-Jaldaen
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I'd love to get some feedback and reviews so...
Just one bump...
-Jaldaen
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My first CM:BO scenario is over at Scenario Depot... get it while its hot!
For those of you who like to know what you'd be getting into here's the intro:
Title: Beyond Bolero
Type: U.S. Airborne attacker vs. Waffen SS (Fictional)
Date: June 1944
Location: Somewhere in Normandy
Weather: Day, clear, and damp
Length: 35 turns
Notable Terms:
BOLERO: Codename given to the US build-up of forces in the United Kingdoms.
TIGER: Codename given to the tragic training exercise held at Slapton Sands in Start Bay in preparation of the Normandy Invasion at UTAH beach.
FABIUS: Codename given to a series of six training exercises, held immediately following TIGER and meant to prepare the rest of the Allied units for the Normandy Invasion.
OVERLORD: Codename given to the Normandy Invasion, undertaken by the Allied forces to "enter the continent of Europe and, in conjunction with the other United Nations, undertake operations aimed at the heart of Germany and the destruction of her armed forces."
Description:
BOLERO was a success in providing the U.S. a combat effective force in the United Kingdoms and TIGER had through its tragic events disclosed a number of deficiencies in the preparation for the Normandy Invasion. The FABIUS exercises had given the Allies the experience that they would need to make the invasion.
In June 1944, Operation OVERLORD began and as part of that operation U.S. Airborne were dropped behind enemy lines to help secure a foothold in Normandy. This scenario deals with one such fictional element of the U.S. Airborne whose task is to take and hold a little village called Prevot and the bridge on its outskirts.
Recommendations:
It is recommended that you play this scenario from the Allied point-of-view, versus another human player, or as Axis with an Allied point bonus of 50% and +1 experience.
-Jaldaen
PS: Thanks to all the playtesters who have worked over the scenario with me for the last 3 months...
[ March 09, 2002, 10:35 AM: Message edited by: Jaldaen ]
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In the German's defense of Normandy, what were the most commonly used "fortifications" further inland?
This is mainly a question about what airborne would have faced in Normandy... were there many wooden pillboxes, minesfields, barbedwire that they faced or were most of these defenses pointed outward (ie towards the beachs) and thus not really faced by the airborne?
Thanks,
Jaldaen
[ March 02, 2002, 12:54 PM: Message edited by: Jaldaen ]
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How available was barbwire for the germans in Normandy on the day after D-Day? Was barbed wire frequently used by the forces there? How long would barbed wire take to set-up? Finally, was there something other then barbwire that was use more frequently in the area of Normandy around D-Day and further inland where the Airborne troops landed?
-Joseph
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Double post... grrr...
[ March 01, 2002, 11:23 AM: Message edited by: Jaldaen ]
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So probably the best bet would be an 81mm art spotter then at least for the day after D-Day... further along there would be more support...
-Joseph
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Just a bumb to see if anyone knows...
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What about 81mm mortars?Were they dropped in Normandy as Iron Chef suggests? Also would the 75mm howitzers be available for company (or two) of US Airborne attempting to take a small village and bridge the day after the initial drop?Originally posted by Croda:Ya, 75mm Howitzers were the standard that the Airborne Artillery could take down on the gliders. They actually brought them down in about 9 pieces and had to assemble them on the ground and in the dark. Nice, eh?
I have Rendezvous with Destiny right next to me if anyone needs me to look up anything specific.
-Joseph
[ February 28, 2002, 01:53 PM: Message edited by: Jaldaen ]
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I was wondering what types of artillery were dropped with airborne units in the D-day airborne drop... specifically with the US airborne units...
Thanks,
Joseph
PS: Beyond Bolero is coming...
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How many flags were there and of what types? Also were the germans you put on there holding the flags?Originally posted by History Buff:I am trying to make a good exit scenario, with British Airborne trying to hook back up with the main lines. I tested it and ran the company of infantary off the table, I put limited Germans on so there was no clashes.
See above... also anything left on the map costs against you twice in points against you...Originally posted by History Buff:All pretty much got off, except for some slow moving Vickers MG. However my victory only went up by 4%. I called a ceasefire which was accepted and the Germans had a stunning victory.
One thing I've discovered is that it is usually helpful to not have all the units marked for exit points... have some of the airborne marked as escorts to those units that you want to have exit...Originally posted by History Buff:Please help, how do you make the exit a bit more dynamic in the points category.
:confused:
Also do the vickers have a chance of exiting? If not then make sure them and any other unit that isn't going to realistically make it are not marked for exit points...
-Jaldaen
"Beyond Bolero" is coming...
PS: I might have more comments if you post a few more details about the scenario...
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<BLOCKQUOTE>quote:</font><HR>Originally posted by Big Time Software:
One of the most frequent discussions we have here is about new orders I think the discussion has been exhausted long ago. Plus, we have already implemented all the new orders we are going to do for CMBB. So I'll take a look at the thread, but nothing will come of the suggestions there unless we have already addressed them.
Steve[/QB]<HR></BLOCKQUOTE>
Thanks for taking a look, it's nice to know that BTS is always listening...
-Jaldaen
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Hey Steve,
I was wondering if you might swing by the: "CM2 Commands- Wish List" and give us some feedback.
Thanks,
Jaldaen
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You could try my airborne scenario (only 2-3 platoons per side)... the allies are a little outgunned, but that's nothing a little handicap (+25% Allies- though you might try it single player first to figure out if you need it or not) wouldn't take care of. It's 30 turns, but plays pretty fast.
If you want it just post you email addy here and I'll send it off to ya
Take Care,
Jaldaen
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Just a bump for BTS (member #42)
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This would be great for scenario designers too! There have been many a time I'd have like to just watch a scenario play out from both sides
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Hey Panzerman,
Do you know of any good Normandy related websites? I'm looking for a list of units and types that were active in the area during the first few weeks... I want to do an airborne operation, but haven't found a site that has a clear and concise list of the combatants in the area.
Thanks,
Jaldaen
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<BLOCKQUOTE>quote:</font><HR>Originally posted by Eric Alkema:
I would like to see infantry able to use something just like the Hull Down command described by BTS. Move until you can shoot at this spot and then stop. Great for setting up ambushes or advancing to the edge of a tree line. I suppose that enough practice would let me eyeball it, but until then it would be nice.<HR></BLOCKQUOTE>
That is a great idea! I'll third that motion!
"The Heart of Winter" is at the Depot
in Combat Mission Archive #4 (2002)
Posted
I just posted my second scenario at the depot... so if you don't mind go download this short and sweet battle... try it out and review it
Here's the Introduction:
Title: The Heart of Darkness
Type: U.S. Airborne attacker vs. Heer (Fictional)
Date: March 1945
Location: Somewhere in German controlled territory
Weather: Night, rain, and wet
Length: 12 turns
U.S. Airborne have been dropped behind the German front lines in order to disrupt and/or sever the German line of retreat.
Recommendations: Best played against a Human opponent, or as Axis single player. Important Note: Do not play this scenario as Allies in single player seeing as the AI does not understand that it needs to exit quickly and rarely exits any of its troops!