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Jaldaen

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Everything posted by Jaldaen

  1. BTW- I agree with James and WWB on this one... and would like to add one more thing: I noticed that the AI only seems to give move orders a turn at a time... there is almost always a 10 second delay in their movement at the beginning of each round... Not that I don't mind it seeing as it allows me to chew them apart for those 10 seconds, but it would be nice if the AI didn't have those movement pauses in there... Take Care, Jaldaen
  2. <BLOCKQUOTE>quote:</font><HR>Originally posted by James Crowley: Please note that these comments are made by an ardent fan of THE greatest game ever and someone who wants to maintain the solitaire aspect of CM on at least an equal footing with head-to-head, through the use of QB's<HR></BLOCKQUOTE> Hey James, I've got a nice little single player scenario you might enjoy, check out the "Playtesters need(ed) for first scenario.." thread over on the Scenario Board. I've got some good feedback and would love to hear from a fellow single player junkie. Good Hunting, Jaldaen
  3. Colonel_Deadmarsh, Sent off the scenario... If you end up using it let me know how it turned out, I'd like to see the AAR and get some feedback on its playability as both a single and multiplayer game. Thanks, Jaldaen
  4. Hey Colonel_Deadmarsh, I've got a small scenario that benefits the defender, its an Allied Attack... if you want to take a look at it let me know here and I'll send it off to you... It's a fun single player scenario in any case. Good Hunting, Jaldaen
  5. Hey Murph, I clicked on your profile and it didn't give an email addy, I also clicked on the email button and it said your email addy was not available or being blocked... If you want you can just email me your addy or post it here, thanks for your interest [ 06-20-2001: Message edited by: Jaldaen ]
  6. Recieved this from Grunto IV thought people might enjoy it Warning!!! Long and with Spoilers (although I've changed a few things since he played !!! "ok... no briefings... scenario must still be under development... took americans with default computer setup, computer experience set to +3. small board... nice looking. i might use a small building next to the wheatfields... other than that, nice board. i like the cover to the left, on my side of the river... will move up through that, toward the chapel. have set up units mostly in default, having moved them forward in the woods. the plan is to move the mortar up to the edge of the scattered trees, and to move the rest of the platoon as quickly as possible toward the bridge. the machineguns will hole up in one of the 2nd level buildings along the way, then provide supporting fire for the squads and the platoon hq as they go forward. turn 1: platoon and hq are moving to near wheatfield... fast. mgs are moving to heavy building... 2nd floor next to wheatfield. 60mm mortar providing overwatch... no contact... squads are about halfway to destination. turn 2: continuing... squads have actually reached 2nd wheatfield... they are tired... mgs still moving to building. bazooka moving up behind. mortar still way back, providing overwatch. will move up mortar to rear wheatfield now... tempted to take tressel ford, but instead will move up through scattered trees when time is right. turn 3: moving 60mm up from rear. extended baz movements to go to forward wheatfield. 60mm moving up... baz almost in position. mgs in building but not on 2nd floor. turn 4: waiting for 60mm and mgs to get into position. moving squads up to edge of forward wheatfield. made contact... mg42 dueled with 3 m1919s and some paratrooper fire. mg42 apparently suppressed... broken?... more infantry sounds on the right/center, toward the intersection in town center. turn 5: going to sit and see what else pops up... don't want to be caught in the open with infantry squads... 60mm .... knocked out during previous turn... arrgh!! baz moving up to edge of forward wheatfield. m1919s duelling with 'crew' in building by intersection.... ammo considerations coming into play... airborne mgs have a low load to begin with. turn 6: squads, hq, and baz running into scattered trees approaching cathedral. m1919s will cover... one squad never moved... shaken and down to 8-2. other two squads and baz 'made it.' turn 7: will attempt to move 3rd squad up, and will move infantry in trees, further into trees (sneak) ... german 'mg' still active... dicey lagging squad made it across... down to 7-3... other two squads and hq undamaged... advancing deeper into the trees. turn 8: reinforcements....british airborne platoon... i would have used another american platoon, but different strokes... moving 50mm mortar and vickers to edge of scattered trees outside town... will provide further overwatch support. moving rest of platoon (3 squad, piat, hq) 'fast' to far wheatfield. hq on 15-second delay. puma appears in field between m1919s and scattered trees... will move baz back to near edge of trees to try and engage puma. all other units will continue as they are. turn 9: puma moved away from approaching baz... rats... will try to close with piat from wheatfield... once the piat arrives. mortar and vickers almost in position on edge of trees overlooking town. m1919s in building continue to fire... forward platoon will wait for british platoon, who will themselves rest in the wheatfield for a turn or three... turn 10-11: piat weary and lagging behind... still intact though. vickers and mortar contributing overwatch from trees near road. forward platoon still waiting.. british platoon resting in forward wheatfield. puma near town center... taken under fire from 150+ meters by baz... not good. baz down to 1 man, 2c rounds left. 50mm mortar takes puma under fire. british platoon ready to run to trees... piat lags behind and is weary. i guess piats are heavy sons of guns.. turn 12: baz crawling back into woods... vickers moving up a bit to get shot at puma... m1919s in building running low on ammo (15-15-9). piat moving to edge of wheatfield closest to town center in order to try and get good shot at puma. british platoon running into trees. piat scored penetration - but didn't eliminate - puma at 186 meters... puma then took out piat. british infantry moving forward baz wasted another long-range shot. turn 13: puma approaching mortar and vickers... mortar shaken... british platoon now in trees. turn 14: british platoon will get up to position in line with american platoon, and the two will then advance on the cathedral. 50mm mortar is down to 4 he rounds... don't know if it will fire at puma... seems to be in correct range (not too close). mortar knocked out by puma... vickers panicked (now 4-2)... british platoon moving up to even with americans in trees... baz has 1c left, and has crawled back into trees. 3 m1919s still in overwatch. turn 15: british and american platoon will wait until british are no longer tired, then storm the cathedral vickers routed (2-4) turn 16: platoons waiting one more turn. turn 17: platoons are going to bypass cathedral and advance through trees/woods on left, closest to the river. the goal is the large flag in the building next to the bridge... no contact near bridge... using standard move orders to avoid getting tired. turn 18: continuing flanking movement past cathedral... lost another squad member in u.s. platoon; lost 2 members of british hq... something opened up from top of cathedral... u.s. platoon hq was dangerously ahead of squads... should have used 'delay' so as to keep them behind the rest of the units... still, that particular unit remains 4-0 so no harm done (so far). turn 19: 3 m1919s in overwatch opening up on 'crew' in upper cathedral. infantry platoons continuing movement. fire from m1919s forced 'crew' into lower level of cathedral... infantry moved up without incident. 'light armor' sound on other side of bridge. the baz still has 1c and is with the platoons... will try to locate and kill vehicle. turn 20: u.s. platoon will sneak to edge of trees and occupy treeline. british platoon will move up to just behind them. then, after that the british platoon will storm the 2nd level building with large flag by the bridge. move went without incident. turn 21: continuing move... next turn will charge building with british platoon, having u.s. platoon in overwatch. light tank appeared from across river and baz wasted last round on it. appears to be a pzII because of the 20mm sound it is making. infantry appeared in wodds across road and in large building. turn 22: british charging this turn. british platoon hq (2-2) will hang back in trees because its command radius should extend into building from there. american platoon will engage the squads - 1 in the building and 1 across the road - from overwatch positions on treeline. two german squads eliminated in charge. 3 british squads 'made' it into building. if this battle were to continue, the allies might be in a bad way with that 'luchs' sitting across the river. turn 23: will attempt to charge across bridge with american platoon, and kill the tank with gammon bombs. squads mainly broken after crossing bridge. one squad with 3 rifle grenades is 'pinned' within about 50 meters of 'luchs.' platoon hq crawling back into treeline. turn 24: go! pinned squad broken... other broken squads retreated... apparent 'pz iv?' showed up, 'down river' and hit the troops on the bridge pretty hard. turn 25: go! u.s. squads back in woods on 'our' side of river; they're down to 3-7, 5-5, 1-9 and are all broken. platoon hq is 3-1 but on other side of road, behind large building with flag. british continue to hold in building, and their hq is back in the treeline with the u.s. hq. there must be 4 german vehicles active on the map at this point. turn 26: go! score is 52-48 14 german casualties (4 kia) 44 allied (10 kia) 2 mortars destroyed score 52:48 in my favor -- draw wrap-up: i don't know if i got 'lucky,' completing skirting the heart of the german defense in grabbing that building. controlling that flag must have contributed to the 'draw.' it was probably unwise to have tried sending the american platoon across the bridge, but i was thinking, 'what if this scenario weren't going to end after turn 26? that pz ii ('luchs') would chew the allied platoons up. with that in mind, i thought i was obligated to try and take the thing out. if i'd know there were another tank in sight of the bridge, i probably wouldn't have attempted that move. i thought it was three squads against the lone panzer ii. it appears there were a regular german platoon, 2 sharpshooters, and 2 lmg42, then the puma, the pz iv, and the pz ii. the german casualties were an understrength ss motorized platoon... a squad and its hq... 14 casualties. oh.. there was a mine belt which my advancing infantry narrowly avoided... nice placement there.... actually, i might have taken a casualty or two from those mines... my movement path was pretty close - if not directly over -those belts. i'd assumed at the time - perhaps wrongly - that the casualties sustained were from the lmgs/sharpshooters. i probably could have avoided about 20 casualties by not having attempted the bridge crossing. for a first-time scenario, i think this is a good one. now what i'm about to mention is all a matter of personal taste; i would have made the allied force all-american or all-british. the puma and the pz ii are fairly rare vehicles. i might have put in another pz iv instead. now if this is trying to be a 'mini-arnhem' then it does a pretty good job of that... there were pumas - and i believe pz ii tanks - at arnhem. all the nitpicking about unit selection aside, this is a good, challenging scenario with a pretty darned good map. not bad for a first-time effort. (feel free to post this in the forum if you like). hope this helps... thanks andy"
  7. Version 0.2b is now ready: The scenario takes place in June 44, dawn/dusk, overcast, damp; 26 turns; Allied attack; Static Flags: 2 Small, 1 Large; US Airborne Platoon races to take a bridge before the Germans can reinforce it? I don't have briefing done for the scenario, b/c I want to work out all the details before I do? My main concerns are: 1) playability- Is it a difficult, but not too difficult scenario (My three friends have both played it to a draw or loss, but they haven't played CM that much- just getting them into it), 2) its historical accuracy, particularly the composition of the forces (this being set in the early days after D-Day) for both sides, 3) the map, does it look realistic are there any flaws in it. [ 06-19-2001: Message edited by: Jaldaen ]
  8. www.achtungpanzer.com/panzer.htm I was wondering if anyone else has stumbled across this site? -Jaldaen
  9. Can you order a unit to shoot at another unit only once and then hide? I've tried giving them the target order and then the hide command, but then they just sit there... Help me forum members you're my only hope... BTW- if this is not an option, I'd like to see one for CM2 Thanks, Jaldaen
  10. Cool, thanks Phoenix, for the heads up I missed that paragraph in all the other announcements...
  11. Heya BTS, I was wondering if you might put in the ability to record game turns as movie files or if you might include a replay option. I've had a few clips I would have loved to save and a few battles I would have liked to have seen from their beginning (with and without fog of war). I can understand if this is too difficult to do, its just after seeing the opening CM sequence I'd like to make some movies like that myself, not to mention being able to look at the films and see where you went wrong/right etc... Thanks for a Great Game, Jaldaen
  12. <BLOCKQUOTE>quote:</font><HR>Originally posted by Panzer Leader: Imagine a battle where you have one platoon, maybe a mortar and bazooka, and your orders are to blow up a certain building and take out a tiger. That would be fun! It would also increase single-player fun.<HR></BLOCKQUOTE> Hey Panzer Leader, I might have a scenario that you'd enjoy playing (It's a take the bridge scenario-my first one) just reply here if you'd like to take a look at it
  13. Will do, and thanks for taking a look at it for me Let me know here when you get done with it... Thanks, Jaldaen [ 06-14-2001: Message edited by: Jaldaen ] [ 06-15-2001: Message edited by: Jaldaen ]
  14. The scenario takes place in June 44, dawn/dusk, overcast, damp; 26 turns; Allied attack; Static Flags: 2 Small, 1 Large; US Airborne Platoon races to take a bridge before the Germans can reinforce it? I don?t have briefing done for the scenario, b/c I want to work out all the details before I do? My main concerns are: 1) playability- Is it a difficult, but not too difficult scenario (My two friends have both played it to a draw, but they haven?t played CM that much- just getting them into it), 2) its historical accuracy, particularly the composition of the forces (this being set in the early days after D-Day) for both sides, 3) the map, does it look realistic are there any flaws in it. If you?re still interested, just let me know here and I?ll send it off to you ASAP. Thanks, Jaldaen
  15. I've got a scenario, but I think I fall under the "Hey guys this is my first scenario" category... If you want to take a look at it let me know... I want to be able to polish it up... Good Hunting, Jaldaen
  16. Emailed it off to you... strange that your email bounced though... If your email bounces again just reply with your feedback here Again Thanks
  17. Haven't done the write up for the scenario yet (mainly because it needs to be playtested), but its basically meant to be a "tough" take the bridge scenario. If anyone wants to take a shot at it it'd be much appreciated. Just email me at jaldaen@aol.com and I'll forward it to you... again thanks.
  18. has anyone made one just to test out diffent artillery (and experience)?
  19. This is an offshoot from the "which tank is best" thread... My question is what would you get if all you had was 100 points to spend on armor? When Attacking? When Defending? Axis? Allied? and Why?
  20. just wondering how everyone else has faired as Wittman... The best I've done with him (ignoring the reinforcements) was about 50 infantry, 6 halftracks/carriers, and about 15 or so tanks... Thanks, Jaldaen PS- If you'd like to give a detailed or not so detailed desc of your exploits feel free
  21. Hello all, I've been developing a few scenarios lately... the first one went fine and is currently being playtested single player from both sides, but to my horror I can't play test my second one from the Axis side without using hotseat... the Single player option doesn't even appear... Am I missing something here? The scenario is on a medium map, allied attacker- with about 6500 unit points to about 5000 unit points for axis player (most of which is static defense. I do have assualt boats on the Allied side and know the TacAI can't use them, but I don't know if that matters... Thanks for your help, Jaldaen
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