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kburns24

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Everything posted by kburns24

  1. Were your forces winded or tired? They don't fight very well when fatigued. Were they under HQ command? If not, your platoons won't get the command bonuses from the HQ. If your men were sneaking they will stop and fire if fired upon. The Brit paras are some nasty guys to face, their HQs probably had the attack bonus +1 or +2. I can't say for certain what it could be without more detail, but those would be my likely guesses.
  2. A note on the sounds... has anyone heard the BooYah! sound yet from an American tanker? At least it sounds like BooYah! to me. One of the tankers said that after a shot hit its mark. I am probably not hearing it correctly, but if I am I am pretty sure they didn't used slang/lingo like that in the 40s.
  3. Looks like a JorgeMC mod, that mod use to be up on warfarehq.com.
  4. Thanks for clarifying that Commissar... I use to work with Russian linguists in the U.S. Army and they use to hurl insults at each other all the time on the operations floor. That was one of the words they used all the time, all in good fun though.
  5. I ran a short scenario to test the effectiveness of the M17 halftrack by putting it up against some German halftracks. It was a flat map devoid of terrain where I could run the M17s against the halftracks. During turn 1 I plotted the M17s to move forward and engage the German halftracks, as the M17s moved forward the gunners for the M17s turned their 4 .50 cals to fire on the halftracks, but then the gunners moved from their seats and floated in the air. As the .50 cals rotated the gunners rotated out of the vehicle and floated over the ground, this happened when they rotated left and right. Has anyone else experienced this?
  6. Your right karch, I didn't think about it in that sense. The haystack would indeed be just like the trees in CM, every turn they are randomly plopped down in their square of scattered trees, woods, tall pines, etc. It would be eye candy, but it would be nice to see them sprinkled about if you use a farmland map. Another thought, use it as you would a single grid square of tall trees or woods. There could be a few haystacks shown in that square, a square that vehicles could drive through like scattered trees. You could setup ambushes from the haystack squares, but like scattered trees, vehicles can and will be spotted relatively easy. I know that LOS passes through scattered trees unhindered, but I think the LOS through the haystack square should be similar to that of woods or tall trees. I'm probably way off base, but its early morning here and I am pretty tired. Thanks for the responses guys.
  7. Ouch Michael. I'm definitely not a haystack grog! I imagine a few might come in to discuss the longevity of a haystack in relation to the amount of barn yard animals grazing on it vs. the rate of decay. I wouldn't think of delaying CMBB in any way, just wondering if this made it in. My credit card is standing by BTS!
  8. I did a search and came up with three threads with the word haystack in it, but none addressed this being a possible doodad. MikeyD inquired about it back in Feb. 02', but there weren't any responses to his question. Just wondering if BTS has said anything about this possible terrain feature and whether it can be used as cover. Thanks in advance.
  9. If my memory serves me that Tiger mod is actually from the MDMP 1 or 2. It is a classic mod IMO! Check the mod section at the combatmission.com site, it will be there.
  10. I use hide sparingly behind buildings, woods, and tall trees to setup armored ambushes. I am no fool to keep it on for turns on end with enemy armor crawling around. I have my infantry scouting forward to gain valuable intel on my enemy's disposition. I only show my armor after I know where my opponents armor is motoring around. Hide keeps those tank crews from opening up on enemy recon half squads 600 meters away. I have never lost an armored vehicle while it was hiding. I know that spotting is reduced, but I simply use hide to keep those happy trigger fingers in check. [ May 31, 2002, 11:23 PM: Message edited by: kburns24 ]
  11. Scattered trees don't hide you well, hide them behind woods or tall pines, then it will work.
  12. Congratulations on owning the best software made by human hands. For your first question I can say that move is best used when the ground is not dry since vehicles tend to bog easy when the fast command is used. This also depends on the ground pressure rating for each particular vehicle. Tanks especially will bog on you if you try and zip them around off road in wet conditions. As for the hide command for vehicles, I use this when I am wanting to setup an ambush, but the enemy vehicles are not in effective range yet. This keeps them from opening up on enemy infantry 800 meters away and disclosing it's position. I like to let the opponent get within 600 meters or less before unhiding to increase the hit chance.
  13. I know exactly what caused this when it happened to me. I was not letting the PBEM file itself completely finish unloading from the e-mail server when I would save it. Especially the big PBEM files, then it dawned on me. I now scroll to the bottom of the PBEM file just to make sure it finished before I save it. This should solve your problem.
  14. If any of you saw Waterworld with Kevin Coster you would have seen a makeshift quad .50 cal setup. Even though it is just a movie it is pretty cool to see him open up on that floatin shanty town. Funny as hell.
  15. I brought up this topic last year and got a resounding no. Dynamic lighting would be required and I don't see this taking affect till the next engine rewrite. I would love to see this though, would be really cool.
  16. Go into the CMBO folder and delete the Prefs file. The next time you play CM it will prompt you for what resolution you desire. [ 01-07-2002: Message edited by: kburns24 ]</p>
  17. I remember an early game against the AI where a .50 cal squad was down to 2 men. The AI was surrendering and my SMG squad just mowed then down where they stood. Very disturbing for the Americans I could imagine. I guess the AI has that take no prisoners attitude sometimes.
  18. Try http://www.warfarehq.com Scipio posted some new sounds the other day. The new German voices sound great. A must pick up mod I might add.
  19. I wish I knew where they went also. I really like that mod and I'd like to sport it on my copy of CM. That is one of the few winter mods which I don't have. Hopefully someone can step up and either host it or send it to those who would like to have it.
  20. I remember from posts long ago that the problem would be with dynamic lighting. It really wouldn't be feasible for CMBB, but an engine rewrite later on might make this work. Search the Combat Mission Archive #2 (2000) and you'll get a better answer than I can give you. There are multiple posts on this very subject.
  21. I broke out my CM book and looked up the experience section. It doesn't really say much about the Elite units, but I do know that they have faster reloading times, better accuracy, and they tend to fight better overall. If you ever play the Villers-Bocage scenario try the German side. Michael Wittman is an Elite German Tiger commander in that historical scenario, I've kicked major Brit A$$ in that scenario. I don't think that your turret traverse is going to be any faster just because the unit is Elite, but I could be wrong.
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