Jump to content

Apache

Members
  • Posts

    1,112
  • Joined

  • Last visited

Everything posted by Apache

  1. Thanks for responses. I'll give the split squads another try. I suppose 6 Vet SS at 25 each is a bit pricey and, other than 'Buttoning' enemy tanks I don't use the that much. Even on the defence I suspect an LMG would make a better 'stay bhind' harrier. Still not sure what number would be classed as 'overdoing it' for the TH, ATR and Schreck Teams mind. Perhaps 3 ATR or Schrek (not both) per Coy (1 per platoon) or 4 -6 TH teams?
  2. Biltong/Team I'm wondering whether some kind of 'extraction' type battle may be possible. Perhaps a 2000 point Axis defence against a Soviet attack or assault with a Combined arms outfit with the axis limited to spending 1750 or so. Would need a large long map with perhaps a cut off company well forward with axis armour/support placed at back, perhaps not able to move until turn 5 - 7, racing to come get them out. Perhaps obtaining a tactical defeat could be the object. Not really thought it through yet. Just something I'm toying with. You'll see that I added a Pure Armour version with BCRAV merely by rolling again if Armour is rolled for either side. A score of 9 or 10 gives that force Pure Armour. Also, I added a TRP rule under arty which you may find useful for defensive battles. Not sure if you'd want to consider the game length system either. It still gives turn lengths based on a die roll but the numbers of turns differ dependant on size of map? just some thoughts.
  3. I must admit I had absolutely no interest in the Eastern Front at all but I still got CMBB. I only really play that now, mainly becuase of all the new features. I do prefer the extra 'realism' of CMBB though I can appreciate there will be many who still prefer the greater action of CMBO. My only wish is that they'd released the games the other way round and that CMBB was actually the Western Front game. I still far prefer using US/Commonwealth forces and Axis rather than Russian et al. It's now being sold as v1.02 as well and I daresay that'll be the last update. [ February 15, 2003, 07:19 AM: Message edited by: Apache ]
  4. AFAIK you do not need to get 4.02 first. I created a new folder 'CM CMMOS' (it can be anywhere you like). Then two folders in that. One 'Rules' and the other 'Mods'. I cut and pasted the still zipped rulesets and mods (which you have to download separately from CMHQ CMMOS section) into the respective folders. Then you open CMMOS and go to 'Configure'. First 'Add Rules'. Direct it to your 'Rules' folder and click the ones you want. Same for Mods then. That should work. [ February 15, 2003, 07:12 AM: Message edited by: Apache ]
  5. I've had quite a few e-mails regarding current status and changes so, in case it's been missed, one last time.
  6. There are a few of the sounds in CMBB that don't seem as good (hard hitting) as CMBO but I can't identify which ones exactly. I had Scipio's sounds for CMBO and thought they were excellent. I've installed GJKs 'Beefy Sound and Tank MG mods and it seems to be a bit better now. I'm still concerned that some of the incoming shells/arty sound a bit muffled in the game and some of the tank firing sound seem a little more light weight than I'd like. Trouble is I can't confirm exactly what wavs they are so I can play around with them. I have seen the 'Father of None' mod at CMMD but, seing as it is 10 or more? downloads I wondered if people are using this and what it'sa like. Any other recommendations greatfully received. [ February 14, 2003, 10:45 AM: Message edited by: Apache ]
  7. Hmmmmmm that's what I thought. I tried FSAA and AF with my current drivers and couldn't say I noticed any difference, except fine lines which ran intermittently down my 'being targeted' lines on CMBB. I'll perhaps try it again later and add the effects one at a time to see if it's FSAA or AF that causes it. AFAIK the only reason to use FSAA is to stop the jagged edge gun barrels etc. when viewed from certain angles. Not sure whether AF would help my trees mind. They all look slightly metallic. Not sure if that is the 'norm' mind.
  8. I run Win XP Home and am running the 3.0.8.7 drivers on a Ge Force Ti 4200 128m card. I'm looking at trying FSAA/AF etc (to see if it gets rid of the metal tree look I get). I've been advised to update the driver but see I can run FSAA/AA under the 3.0.8.7. I usually adopt the 'if it ain't broke don't fix it' approach and, having seen some of the posts on this forum I'm a little reluctant to try them. Any views/updates/problems. If I do give them a try I presume I should use Device Manager to uninstall 3087 rather than Update Driver without uninstall first. Also, I read in another post about the 4x fix. Should I DL and run that too? Presumably after the install? I am also tempted to DL the new Audigy drivers for Win XP Home. Any known issues with that?
  9. I'm running Win XP and my current drivers for the 4200 is 3.0.8.7. I notice the new one 'Detonator' is 41.09. I've heard there were problems with the Dets. Are they OK. With XP there is a facility in Device Manager to 'Update' Driver and one to 'Uninstall'. With the first facility there is there any need to do an uninstall first? I'm paranoid about things get cocked up. I also use and Audigy Soundard and am tempted to use their new driver too - anyone had any problems? AUDDRVPAK.L11 it is.
  10. Thanks for the help guys. Given the numbers it looks like it would be fair to say that it should not be used as much as the PAK 38 and 38. Presumably it would mainly be the infantry who had this as opposed to the armoured units?
  11. I tend to use these quite a bit now but just wonder whether I buy too many (or too few). I tend to view sharpshooters as being the odd squaddie who is better with a rifle than most so I suppose you could end up with more of those. TH teams again I suppose are nothing special (they only seem to be armed with the same grenade bags? that squads/pioneers have. ATRs may be different though and later, schrecks. I tend to use S/Shooters as scouts ahead of infantry advances, spotting for enemy positions. At first I thought it a bit wasteful, if one gets taken out there's 25 points gone BUT, if they walk into a Maxim at least it is only one that gets killed, not 3-5 of a split squad. Looking at the numbers I buy up to on a per company/per battalion basis I will often take 2/6 sharpshooters (maybe 1/3 is better); 2/6 TH Teams and 1/3 ATRs. Any views? Interested to hear views on shreck balance too.
  12. Mr Noobie - It should be on the BCR DL page. It is entitled Map add on IIRC. If not it MAY be bundled with the BCR rules. I have mailed you the list just in case. There are 5 map packs BTW. Me and Biltong responding at same time - hence message clash. How's that for service [ February 13, 2003, 11:10 AM: Message edited by: Apache ]
  13. FOR SINGLE PLAYER CAMPAIGN ACTION WITH AN SS ARM PZ GRN (PZ) OR HEER INFANTRY BATTALION!!! :eek: Biltong's Campaign Rules Apache Variant (BCRAV) This post is merely to update the many players that I have already sent this version of the rules to. I have now finalised the variant enough to release the the 'Gold' version which has been sent to Super Sulo for him to host. Many thanks SS. I am pretty sure I have also mailed all the people who originally asked with the updates. This post is just in case I missed a few. I had mailed out a lot of copies and, what with the DLs from the site as well, I thought the least I could do was finish it off so it was as near as damn it as finished as BCR v2.0. Initially it was only meant for me so apologies if it was a bit 'tatty' until now. As before, this variant allows players to use either Heer Infantry or SS Arm Pz Grn (Pz) UP TO battalion level in their campaign. The SS are of course supported with a full tank battalion and a platoon of Tigers. You have ownership of all the resources the battalion might enjoy and select the appropriate units for you mission. You will not get to take all the forces each time you play so the battles remain manageable. QB settings in BCRAV range from 500 to 3000 with around the 1000 - 1250 being the norm. Some of the end of battle calculations have been made easier to allow players to cope with the greater number of units you have. Some features of v2.0 are: 1) Rules amended to allow for (optional) 'Pure Armour' battles (courtesy of patch 1.02). 2) Game length die rolls specific to map sizes (30 - 40 for Small; 34 - 52 Med; 40 - 60 Large and 46 - 64 Huge). 3) Optional rule covering use of TRPs on defence together with artillery usage rules (courtesy of JasonC) allowing more historic use. 4) Revised Parameter Sheet 5) Complete logic check of rules and accompanying notes. 6) Also includes CMBB tank and AFV availability (amended version of Mike8g). 7) Player configurable tables which dictate QB point settings and Axis point limits. These allow you to fight more of the battles you like and make it as challenging as you like. There was a minor glitch (my fault) in getting V2.0 posted. To check you have the latest (and final) version go to Appendix C (Experience). Under '0' for Axis Infantry Casualties there should be a new line '1 - 9%'. Also, just above the Date rule (1) there should be a yellow box (which is used to show rules that get special treatment for an Axis or Soviet Immediate Attack etc. If not, you have the 'old' version 2 and should download the new one. Please post comments queries to the latest main BCR thread. As with BCR main, it goes without saying that this version would not have been possible without the work of Biltong and Team. Thankyou VERY much! Enjoy!!! BFC - Can you lock this up pse? Apache [ February 14, 2003, 10:21 PM: Message edited by: Apache ]
  14. SuperS, sorry about this, didn't think you'd get it up so quick. I forgot to amend my experience sheet to show calcualtions for between 1-9% casualties for infantry and 0 and 1-4 for afvs. Could I bother you to swap them. Sorry again. That'll be it now.
  15. Thanks for the comments folks. Mr Noobie - Yes, both BCR and the battalion variant are designed for play against the AI.
  16. BCR Apache Variant (BCRAV) I just sent the 'Gold' version to Super S for him to host. Many thanks SS. I had mailed out a lot of copies and, what with the DLs from the site as well, I thought the least I could do was finish it off so it was as near as damn it as finished as BCR v2.0. Initially it was only meant for me so apologies if it was a bit 'tatty' until now. As before, this variant allows players to use either Heer Infantry or SS Arm Pz Grn (Pz) UP TO battalion level in their campaign. The SS are of course supported with a full tank battalion and a platoon of Tigers. You have ownership of all the resources the battalion might enjoy and select the appropriate units for you mission. You will not get to take all the forces each time you play so the battles remain manageable. QB settings in BCRAV range from 500 to 3000 with around the 1000 - 1250 being the norm. Some of the calculations have been made easier to allow players to cope with the greater number of units you have. Some features of v2.0 are: 1) Rules amended to allow for (optional) 'pure armour' battles (courtesy of patch 1.02) 2) Game length die rolls specific to map sizes (30 - 40 for small; 34 - 52 med; 40 - 60 Large and 46 - 64 Huge). 3) Optional rule covering use of TRPs on defence together with artillery usage rules (courtesy of JasonC) allowing more historic use. 4) Revised Parameter Sheet 5) Complete logic check of rules and accompanying notes. 6) Also includes CMBB tank and AFV availability (amended version of Mike8g). Bo - new version in the mail to you. Apache [ February 13, 2003, 05:48 AM: Message edited by: Apache ]
  17. New map pack is spot on. Some real killers in there. Patch is excellent too!!! I must admit I did can using the ammo restriction. Don't see why I should suffer with 80% ammo when the Soviets got 100% whatever. Now it's different mind. I just bundled a zip of both sets of rules to 17 people. Not sure why I got e-request's, probably picked up off CMHQ and missed the SS post. Not to worry. More the merrier.
  18. Lt Bull - if I read the problem correctly the answer is that the first auto QB is meant to provide you with a 'shopping list' from which you will select your task force up to the value you rolled up. You don't get to take the lot. So, if you rolled up at total of 5000 points and that modified to a point setting of 5000 (5000 divided by 1.5 as a modifier) you'd run your QB and it will generate a load of task force units that you note down. BUT, in this case you HAVE to buy the 3,500 worth of arty that you rolled so you'd only have 1500 points for other thinks in any event. Hopefully I'm on the right track with what your asking. What you roll up dictates the points you must spend and on what. The First QB merely gives you a list of units to choose from in those categories. You don't get the lot IIRC. Hope this helps (and hope I'm right)
  19. How does availability and use of this weapon compare to the PAK 36/30/40 etc? Also, which units would have been more likely to use it?
  20. At the start of the article you talk about you preference for battalion level mortar shoots. I notice that the 81 and 105 FOs are listed as 'battalion level' units but with the 105s you would need 3 to represent a battalion shoot. Does the same apply to the 81s and is that what you mean? Or, are you referring to a preference for buying an FO purchasable under Arty rather than the single 81s purchasable under support? Also, I notice you talk about generally 1-2 types of arty being present but also mention the 81s almost always being there (if I have understood correctly). Would that mean you could realistically choose an 81mm FO almost every time PLUS two other types of arty (e.g. 2 x 105 and 1 x 75 or 150)? It's not quite clear to me whether the 81s sit outside the two types rule and therefore could/should always be present. I presume on a wide fire 105 Bn shoot you would have each FO target a an area that was say 50 yds apart rather than each target the same area. Not sure if you've tested this for the best option? Are there example instances where if battalion shoot arty support was not available where battery (1 FO) support would be used, again to reflect such use accurately. And would this use apply to 105, 150s and 81s? Do you think the purchase of green/conscript FOs (to keep the cost down) gamey?
  21. Hi Super S, thanks for the offer, I'll send you the latest (version 1.93) it has a few very minor adjustments. Just tinkering with the balance in terms of chances of getting arnour etc. It would certainly save me a bit of time (a lot in the last 24 hours!). In the mail. BTW, I think the hit and download counters are a good idea. They indicate the level of interest which can only be good for the future development of the rules. If it were only us that were interested we may as well just mail each other. Clearly that is not the case. Maybe BFC will be able to look at some kind of add-on or incorporation for the new game. Biltong, no problem re the arty. Just something I'm toying with for the battalion variant. In fairness I think Axis use of arty was pretty 'boring' in therms of gameplay. A number of the recent threads discuss what they had, or more often than not, didn't have. Frequently it was zilch and when they had it often it was battalion level support of 105s. This is where historical accuracy may stifle things a bit. That said, I like it Now, have you dug out those tank registration numbers for me The only thing a small group of us who PBEM regularly have found is that the 'access to arty denied' option should feature more often perhaps (3-4 time out of 10) which forces players to get more adept at choosing and using direct fire on-map arty support (75mm IGs etc.). I have played a number of people who find that any lack of FO directed arty severely hampers their play. JasonC did some really good 'artillery'guidance notes which I am incorporating into my battalion level variant. I'll send it to you once finalised. They are not so much rules regarding buying but advice covering using. Such a 'Guidance Notes' scetion may useful, again once finished, cut and paste mine if you like. [ February 11, 2003, 04:11 PM: Message edited by: Apache ]
  22. LT Bull - I suspect one of team will answer your queries soon. I'm in a bit of a rush so don't have time at moment. I've also lost a little track of the major action rule. I wonder whether it is a glitch that has slipped throught the net? Perhaps the task force multipliers should not be applied to large arty/air (that said a skim re-read of the rules or notes doesn't say so.) It does seem a bit odd that arty has even a chance of getting whacked up that high. IIRC the absolute maximum you will EVER be able to spend on arty is 3400 and that is as an Axis Assaulter facing a 5000 point defending force and that should never happen at this scale. Strikes me that the kind of Force you should be ending up with here is around the 2,600 mark which with the 1.7 modifier gives 2,000 (or 1500 if you want to skip the 59 you are over the 1500.) On a 1500 Axis Assault CMBB would normally allow a max spend of 387 on arty (that said I know we set it to unrestricted). [ February 11, 2003, 12:24 PM: Message edited by: Apache ]
×
×
  • Create New...