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grunt_GI

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Posts posted by grunt_GI

  1. True..the AI does some very strange force selections sometimes...I have fought off waves of SU-76s with German infantry on more than 1 Mech Infantry QB.

    The alternative is to pick BOTH sides in an AI battle..which eliminates some of the FOW, but at least ensures a more balanced contest...I have fought many great company vs company battles just to see how the relative firepower of a German vs Russian or German vs American unit matches up for a given battle and point size.  AND, in my wee little mind, doesn't really affect the outcome that much because even if you know WHAT your opponent has, you don't know what he will do with it.

    I have found that the AI does pretty well in QBs, especially in the later games...I know in CMBS it is pretty darn good.  In CMRT, it ain't no slouch...you can't do anything dumb...:rolleyes:

    A lesson I have learned many times.

  2. Ditto what @Bud_B said...I also play a LOT of QBSs...one shortcut for a new player is to use the suggest button...this generally does a decent job of picking your units depending on the force  you chose...although you have to look things over...the old trust but verify..I once started a quick battle and got 8 Pak75 AT guns with NO way to move them from the edge of the battlefield..needless to say that was a quit and start over game.

    I know it's a but frustrating at first to have to ax units to get down to your points, however, after a while, you'll see it's pretty fast..and it does represent a command decision of what units you might want to cut or add depending on if you have a meeting engagement (I like scout and sniper teams for those) or a defending engagement (more Panzerschrecks).  

    As Bud_B, it's also important to mind which HQ you subordinate individual vehicles or teams to..sometimes you might want to stick them with a particular company vice a battalion HQ.

    That's part of the fun of QB to me...you can try all kinds of combos to see what works.

    Cheers, and have fun!

     

  3. FYI, there are several VP units in my scenario "Return to Saint Jores," which Bootie and Rinaldi are currently playing and providing video DARs for (Rinaldi's been a bit busy, but hopefully he'll be getting his side of this underway soon...). I'll make it publicly available in the near future.

    Cool...I am looking forward to more flamethower tanks...and I do enjoy excellent maps...

  4. @Macisle 

    Finally obtained the VP and played Char and Char Alike....very fun...and very excellent use of the goodies in the VP ..the flame tank was particularly cool...the map is also outstanding..excellent use of elevation and railroad flavor objects.

    Of course, I headed straight across the first bridge and got a shellacking from those hidden amerikanische Fallschirmjäger in the buildings...those Panzer R35 do not react well to bazooka rounds..funny how that works...obviously more fire and maneuver and use of terrain is called for...however, that is my goal...:D

    Screen Shot 2015-12-04 at 6.59.45 PM.png

    Screen Shot 2015-12-04 at 7.02.35 PM.png

  5. Ok, finally finished this with a German Total Victory.:D

    This was a very fun little battle...It was just hard enough but not too hard for the Germans to win...and that map was really fantastic...AND ANNOYING :rolleyes:...a very effective use of rubble piles...really jerked my chain when my StuG couldn't drive where I needed it and ended up driving ALL the way around the town to try and get into firing positions.  Although I won, it was the usually  bloody mess of urban combat...although it was fun to watch T-34s get perforated by Panzerfausts at close range...infantry definitely has an advantage in built up and rubble strewn areas.

    For a first scenario I have to give it 2 thumbs up...really nicely done.  

  6. I highly recommend it.  It has a very different look and feel, with the terrain a major factor. There are many excellent Commonwealth campaigns and scenarios including a Sicily campaign and a Cassino campaign. 

    The 3.0 upgrade is separate but well worth the $10. 

    CMFI is really it's own game and a whole different challenge.  

     

  7. I couldn't see any other way to defeat the prison guards without the extra help.  First time I played The Rock, most of the killed and wounded came from storming the 2 sea tower.  Once ST got into the tower they were immediately hit by the guards in the main block building.  The surviving members were able to neutralize most of the guards and able to free the prisoner in about 10 minutes, but by then I'm down to a handful and not confident I could walk out the front gate, so I exited from the rear entrance I made and walked around the prison towards freedom.  

    It was because ST was decimated that I had no choice but to bring in the land force over the bridge on foot to hit the front, land facing towers and take out the guards there to enable ST to walk around the prison unhindered beanie sniping from the guards. All in all it took about 30 to 40 minutes to free the prisoner and walk him off the board.  Plenty of time to escape before the QRF makes it to town.  In subsequent battle tests, once I freed the prisoner, I would walk my ST and town troops to the entry point of the QRF and just wait in ambush using whatever javelins and AT4's were left over and had a blast.  Literally.  Too cool to see the whole enemy column blow up in a few seconds with no survivors.

     

    Thanks again for the great scenario and I look forward to the next version!

    Well done.  Whatever accomplishes the mission right?

  8.  

    @sonar

    Full review posted at the Depot.

    Here's my BLUF

    OVERALL: Very fun little scenario. Lots of tactical problems, nice balance, and only 1 Hr, which I really appreciate.
    For your first battle, I liked it a lot…it's a great map…would love to cross it over to CMBS and play too!

  9. Ok, you are right, no use complaining about lack off community effort if I haven't contributed anything myself. My first  scenario "Cutting the line" is up at the scenario depot, feedback appreciated.

    cheers.

     

     

    So I downloaded this scenario..gave it a go. Will provide complete feedback ASAP. Thanks for making this...I love urban scenarios. 

  10. My thought today is to offer a Russian Doll type nested download of the mod files. Strictly to keep the downloads small so folks can try it and decide if they want to continue onward with the download. Right now I have a folder of about 500MB so I just have to make subfolders and divvy it up.

    Tier 1 would be basic outdoor environment. A jpeg and readme would try to guide you to what map elements are covered.

    Tier 2 would add more outdoor environment and some simple buildings. A jpeg and readme would try to guide you to what map elements are covered.

    Tier 3 would capture more outdoor stuff, as many trees as end up looking winterized. More buildings. A jpeg & readme would try to guide you to what map elements are covered.

    Tier 4 will be special stuff I actually create fresh. All previous stuff is just copy and paste from stock CMFI GL and other previous mods....

    Tier 5 I would hope is stuff people start to make if this flaps its wings and takes off. WInter Camo Vehicles and uniforms.... :D

    Edit: Which would be something they'd upload to the CMMODS/repository outside of this project. And umlaut already has a significant set of axis frosty vehicles. And frosty greatcoats/helmets as well....

    That is my strategy right now...

    Sounds like a great strategy!

  11. Interesting idea...I wonder if you used HUMAN select for both sides and used the recommend button for your opponent, if that has a similar effect.

    I have done that on a couple of QBs just to minimize screwy force compositions...although you would "know" what the enemy had...may have to play with that idea...

    In my case, knowing what the enemy has doesn't really give me any sort of advantage...:lol:

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