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Everything posted by Vanir Ausf B
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I doubt it. To the best of my limited knowledge, one has nothing to do with the other.
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Gustav Line QB AAR Axis
Vanir Ausf B replied to GreenAsJade's topic in Combat Mission Fortress Italy
Whoa whoa, there! Who said GAJ is a Nazi? -
Do we really need the deploy command
Vanir Ausf B replied to Rocky Balboa's topic in Combat Mission Battle for Normandy
And BTW, I'm not unsympathetic to the idea of changing it, but I do think it would cause as many problems as it would solve, and I personally have not had much problem with forgetting to deploy units, maybe because I tend to cycle through every unit every turn checking on who is hiding, who is not, ect. I can imaging it would be more of a hassle for RT players. Ideally there could be an option toggle for making deploy at the end of movement orders the default behavior. -
Do we really need the deploy command
Vanir Ausf B replied to Rocky Balboa's topic in Combat Mission Battle for Normandy
As noted, CMx1 did not have packing-up time. That's not an opinion -
Question about Infantry in Buildings
Vanir Ausf B replied to GerryCMBB's topic in Combat Mission: Barbarossa to Berlin
It's been a while, but from memory: In CMx1 there are no action spots such as we have in CMx2, and the abstracted infantry squads exist on a 1 meter x 1 meter point in space, so you can place infantry exactly where you want them in buildings. Doors and windows are not modeled, so buildings can be seen out of and into at any spot and can be entered and exited anywhere on the ground floor. -
Gustav Line QB AAR Axis
Vanir Ausf B replied to GreenAsJade's topic in Combat Mission Fortress Italy
You have no idea. I'm sure you'll hear the full story after the game is over -
Do we really need the deploy command
Vanir Ausf B replied to Rocky Balboa's topic in Combat Mission Battle for Normandy
CMx1 had a countdown, so it is odd that CMx2 does not. I agree that would be a positive change, as would more descriptive text stating exactly what the current unit status is. It would also be nice if deploy and packing-up were interruptable, since IIRC they presently are not once initiated. -
Gustav Line QB AAR - Peanut Gallery: No GaJ, No Bil
Vanir Ausf B replied to c3k's topic in Combat Mission Fortress Italy
Steiner says he hasn't read Bil's thread. If that is so he isn't giving away information, he's just giving a lot of advice. I've noticed people giving suggestions in AARs before, but typically not as much. I'm not sure if that's verboten or not. -
Do we really need the deploy command
Vanir Ausf B replied to Rocky Balboa's topic in Combat Mission Battle for Normandy
Yes, my memory was a little off on that. CMx1 did have setup time. What it did not have, that made it simple to deploy at every stop, was packing-up time. If you can pack-up instantly then why not deploy? But CMx2 does have packing-up time. -
Do we really need the deploy command
Vanir Ausf B replied to Rocky Balboa's topic in Combat Mission Battle for Normandy
I think the only way to remove the deploy command without causing more problems than it solves is to remove deploy and un-deploy times and just make them instant like in CMx1. That would certainly simplify and streamline gameplay, and the UI as well, but at the cost of some realism. Personally, I like the way it works now. -
Gustav Line QB AAR Axis
Vanir Ausf B replied to GreenAsJade's topic in Combat Mission Fortress Italy
Wait for GAJs's next update Bill's thread is a little ahead of GAJ's at the moment. -
Do we really need the deploy command
Vanir Ausf B replied to Rocky Balboa's topic in Combat Mission Battle for Normandy
In the center pane with the silhouette or picture of the unit it will say "not deployed" if it is not deployed but could be in the case of mortars and towed guns, "semi-deployed" in the case of machine guns. If it's deployed or not capable of deploying it won't say anything. -
AT gun crew animations suck
Vanir Ausf B replied to Georgie's topic in Combat Mission Battle for Normandy
Guys wandering off on their own has been an occasional issue forever. I've had it happen a few times, but not in the past year or so, so I'm probably due for one -
Gustav Line QB AAR - Allied
Vanir Ausf B replied to Bil Hardenberger's topic in Combat Mission Fortress Italy
Drunken boxing. -
Gustav Line QB AAR - Allied
Vanir Ausf B replied to Bil Hardenberger's topic in Combat Mission Fortress Italy
Nothing wrong with that But I prefer a little more realism in my QBs so I play with a house rule that you can only have 1 HQ tank, unless you have more than 5 tanks then you can have a 2nd HQ tank but no more, or alternatively that you can have 1 HQ per 5 tanks. -
Gustav Line QB AAR Axis
Vanir Ausf B replied to GreenAsJade's topic in Combat Mission Fortress Italy
Well, at least you're giving intel dumps to both sides -
Wich CMx2 iteration are you waiting for most?
Vanir Ausf B replied to agusto's topic in Combat Mission Battle for Normandy
Really? I am not as familiar with early war combat, but it was my impression that it was the other way around: tanks were more vulnerable to infantry in the late war after the introduction of man-portable anti-tank rocket launchers. -
Sherman 105 vs germany medium/heavy tanks
Vanir Ausf B replied to iMolestCats's topic in Combat Mission Battle for Normandy
True. Very true. -
You're supposed to be able to. I think units in the CW module will be greyed out for the one who has it.
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Do we really need the deploy command
Vanir Ausf B replied to Rocky Balboa's topic in Combat Mission Battle for Normandy
Light machine guns don't have the option to deploy, so they are always in effect firing un-deployed. Unless the game considers them deployed if the gunner happens to be prone at the moment. -
Fire discipline? New to CM2
Vanir Ausf B replied to dwas's topic in Combat Mission Battle for Normandy
They can't be modded. It that were possible someone would have done it the first week the game was out -
Gustav Line QB AAR - Peanut Gallery: No GaJ, No Bil
Vanir Ausf B replied to c3k's topic in Combat Mission Fortress Italy
If it works like in CMBN, in meeting engagements the VLs are worth 400 points and points for units destroyed are worth 600. I'm not exactly sure how the game awards the points for units destroyed, however. -
Wich CMx2 iteration are you waiting for most?
Vanir Ausf B replied to agusto's topic in Combat Mission Battle for Normandy
I didn't realize they had changed the name. I also didn't realize that they had worked on T-72 Balkans On Fire. -
It appears that someone forgot to tell the rebels that they are not allowed to shoot those things from inside buildings. Backing-up fail at 1:11 I wonder if it is the same tank hit both times, or 2 different tanks (or the same tank on different occasions). I assume the tank survived both hits or they would have shown the aftermath.
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Wich CMx2 iteration are you waiting for most?
Vanir Ausf B replied to agusto's topic in Combat Mission Battle for Normandy
What game is this?