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Krinks

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Everything posted by Krinks

  1. Krinks

    Medical Units

    Ahh ... so next time Ill just keep that in mind. Unless the scenario says to protect them, don't bother even moving them. Out of curiosity, do command units give some kind of bonus to the other units, or are they also extra administrative options? (Forgive what may be dumb questions, but I'm very new to TacOps... thanks
  2. Out of curiosity, where is it? I don't see it on the downloads page...
  3. Krinks

    Medical Units

    So can I assume that fuel and ammo trucks serve the same purpose? I'm also assuming that outfitting a tank with a blade on the front is good for clearing minefields and engineering operations? I have these things and I'm not sure what to do with them on the mission that I'm playing right now (Battle Group Hamilton 1).
  4. Krinks

    Medical Units

    What use are medical units in the game? Do they have an effect on infantry that has lost a man or two to casualties, or are they just there for the point values? If they serve more of a purpose in the game how can I use them effectively? [ September 27, 2002, 10:27 AM: Message edited by: Krinks ]
  5. Krinks

    Place Names

    Hm... I got the full game in the mail, and I still can't get place names to appear I've been saving it under the proper directory (the same one with the maps), and the correct name, but still get the error. I've even tried it with Map009c (Team O'Hara). Major--I tried to send you the file, but for some reason it won't attach to my e-mail. I'm not really sure why. I've tried saving the file as MS-DOS Text and Text Only through Word 2000. Any other suggestions? Thanks [ September 23, 2002, 05:36 PM: Message edited by: Krinks ]
  6. Krinks

    Place Names

    Hm ... nope that didn't do it either. Weird. I'll keep working on it though. Anyone else having this problem?
  7. Krinks

    Place Names

    I've got the Windows version (I have Win. 98, by the way). I've tried moving the Map001c.names file to a bunch of different directories, but no luck. The error message I get is "Map001c.names. Could not find or open the file. The file may be missing or damaged." I saved the file in the Maps directory right next to the Map001c.map file and I saved it as a plain text format. The body of my names file is: 139042[TAB]Enemy Town[ENTER] This isn't a really essential feature for me, but it would be nice to have for when I get the game and have rally points or fall-back areas to mark. BTW: Thanks for your quick response MajorH
  8. Krinks

    Place Names

    Is it possible to put place names on the map in the demo? I followed the naming and file conventions in the manual, but is there a specific place I need to save the file? Or is this a feature that's disabled in the demo?
  9. Would that be considered gamey though? What are your opinions?
  10. I'm playing a PBEM game in which some of my forces are being forced to cross a bridgehead that is mined. I'm not sure whether or not there are AT mines or not, but I've already lost one jeep to them, so I'm assuming so. There is a secondary bridge, but it's a railway bridge. The odd thing is that the railway runs up to the bridge, then turns into a road bridge, and then back to railway on teh other side. I assume that the bridge graphics are limited to a generic bridge tile or something, but could someone tell me whether I'd be able to use the bridge to cross vehicles? I'm assuming the answer is "No," but I thought I'd ask and double check anyway. Someone might know something I don't. Thanks
  11. Anyonegot any nice CD covers for the CMBO jewel case? I know there was one on Tom's Combat mission website that I liked, but the link on CMHQ seems to have expired. Anyone have this or other good CD covers I could grab from you? Thanks,
  12. What are good tactical uses for large-calibre artillery, specifically 7.5" and 25-pounder. What exactly is a 25-pounder anyway? Something shot from a battleship? Dropped from a plane? At any rate, it would seem to me that the only thing these sizes of artillery are good for is for levelling villiages, and demoralizing troops. I get the impression that it would be too big to be reasonably accurate. Also, if the enemy is in a defensive position, what is a good size of arty to use for driving him out if you don't know where they are? I suppose I could use the above arty, but is that its optimal use?
  13. Well, I'll just have to use my 7.5" and 25-pounder spotters to soften up teh other side of the river pretty good. Then cross the bridge, driving the crying, screaming Nazi scum before me... Heh heh heh
  14. <blockquote>quote:</font><hr>Originally posted by xerxes: One danger in making firebases out of 3 or 4 mortars is that it creates a juicy target for counter battery fire. This is a particular danger to the brit 3" mortars because they have an excellent ammo load. One turn of 81mm mortar counterbattery fire will put a serious hurt on your firebase. Just a thought. -marc<hr></blockquote> On this note, do a lot of people use firebases during large games? I'm playing the "All or Nothing" scenario as the Allies, and I have a load of mortars. Currently, they're scattered around the map, covering various positions. Does anyone think it would be better to consolidate my mortars into larger groups (I generally have them as 2" and 3" pairs) than scattered? Personally, at least for this specific scenario, I find it more preferable to have them scattered (especially since 205mm rockets just shredded infantry riding along on my tank column). What are some of your suggestions if I wanted to set up some kind of firebase. I assume this would be more practical if I were on defense.
  15. Can vehicles ford a river? I need to know so that I can adjust my tactics to suit a yes or no answer. I have a bunch of armor that I'm not sure can cross a wooden bridge, and I don't want to head to that bridge unless I have to since it would mean frontally assaulting a fortified position as well. It would be better if my vehicles could cross the river at a fording position and come in from the rear. Any tips?
  16. Well, I finally got an outcome for that situation. I tried targetting as close to the enemy position as possible and used the main gun of the Churchill Crocodile FT. When I started the turn, the tank tried firing rounds at the enemy but kept missing because of the elevation. Finally, he decided he should flame the positions. HE tried this, but the flame went over the enemy's heads and landed in the forest nearby. A second tongue of flame landed just short of the enemy, but close enough to alarm them. A third overshot the enemy again, landing on my own squad, killing them all :eek: At any rate, the enemy made a withdrawal to a better position, chasing the remnants of my platoon through the woods. The moral of this story: Make sure you don't have troops near a flame tank when the commander can't see them!
  17. <blockquote>quote:</font><hr>Originally posted by l3w53r: The FT's are great or making sure the enemy won't or half the time-cant use certain area of the map, once routed half a company in woods with them.<hr></blockquote> I can never seem to get my FTs in a good position to be used. They're such high-priority targets that they usually get slaughtered by the time they get anywhere near where I want them. The other thing that happens is that they're so slow that they fall way behind the main force and are ineffective. I guess I should start mounting them on trucks or other vehicles and drive them into position. I generally don't use FT teams though unless they come with the scenario. I've had marginally better luck with FT equipped vehicles--but again, they're high up the target priority list.
  18. <blockquote>quote:</font><hr>Originally posted by Stoffel: Try to use them like they were used. they are very good to take out high quality targets Let the enemy advance,and shoot HQ's preferrably company HQ and platoon hQ's this will lower enemy units morale very fast<hr></blockquote> Let's not forget the always juicy targets called Forward Observers. If I'm lucky enough to be able to find an FO that is within firing range of a sharpshooter, then I will do what I can to get the FO killed. Out of curiosity, too, what's the difference (if any) between a "sniper" and a "sharpshooter?"
  19. <blockquote>quote:</font><hr>Originally posted by Gpig: It way well turn out that your flame tank squirts a burst of flammen-fright right on top of the wooded area. Maybe even lighting the woods afire. That would surely help out, eh? (Kind of a waste of ammunition, I admit.) Gpig<hr></blockquote> Well if it makes the enemy run away, screaming like little girls, then it's not really a waste of ammo then is it? Thanks for the help tips. I'll let you know what happens when the game continues. We're in the process of moving, so it might be a bit.
  20. I would like to know if anyone can tell me how to make a flamethrower-equipped tank to fire on a position with the flamethrower rather than the main gun. Also, can the flame be used to reach an elevated position that the main gun cannot? In a game I am playing, the enemy is on an elevated position on a ridge above the road. An infantry squad has ambushed my infantry and I can't reach them with my armor (it's a wooded ridge). I've managed to get a tank equipped with a flamethrower directly under the enemy position, but don't know how to activate the flames to get the enemy troops. I'm not sure if this is even possible--if not, then my troops on the ridge are dead men--but any info on doing this would help a lot. Thanks,
  21. SEt one up on a hill with a good line of sight, covering a road or an approach that the enemy can use for armor. Put an AT crew in the forest just off to the side of the road. When tanks approach, have the sharpshooter fire at the commander to make him button up (if you kill him, even better). When the tank continues down the road with a restricted LOS because it's buttoned, use the AT crew to ambush the armor and take it out at fairly close range. Of course, there are a lot of factors that can screw this plan up, but I find it generally simple yet effective in my games.
  22. Hey, this sounds like a really intense turn. I wouldn't mind seeing something like that. Any chance of you posting it for a download some time/somewhere? <blockquote>quote:</font><hr>Originally posted by Gpig: [QB]I've seen it happen more than a few times. When I look at the turn again, this sherman rolls up. The commander and driver are both shot to pieces in the infantry ambush. The tank MUST be in a shocked state. A Panzerfaust misses the tank. Then, grenades start flying out of the tree line. All over the tank. (I imagine at least 8 of my men climbing all over the thing.) First the tracks get blown off. The tank still is not responding. Then eventually, after what seems like 15 grenades, KLANG!! The thing is KO'd. What happens as the crew emerges, I'll decline to describe. (yuck) <hr></blockquote>
  23. You actually watch the opening movie? I long since set it to skip that...
  24. What about blast effects on nearby troops. There's that big white hemisphere that shows where the blast of the explosions is, but does that or shrapnel have any effect on troops that might be near the explosion, or running from the building? Just curious about that since some ammo has blast effects too.
  25. Hey, thanks for the link...that's the one I was looking for. Much appreciated.
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