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Jack Trap

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Everything posted by Jack Trap

  1. Hey Treeburst. At the start of NWT, there was a posting for gamey pointers for future opponents to discuss. I am pretty tired of this entire issue personally, but it may be best to repost those pointers now before we get much further. I'm (by nature) a lazy man, so if this has already been brought up, please disregard.
  2. Does ANYONE dig-in their armor ever? I have never found a situation in which the trade off was worth it. As for the set-up experience, I would recommend a visit with Dr. Green (if you are so inclined). One word of warning however, hours may pass before a coherent plan emerges...
  3. An interesting thing that I have noticed is that different players wrote from different perspectives. I, for example, tried describe the strategic thinking as a game player. Several others have written them as dramatic first-person stories. In order to encourage other people to write their AAR's it may be helpful to create a format that would ask a series of questions at different intervals of the game. Some people may not feel comfortable with writing dramatic prose, and this could help them convey their experiences.
  4. Don't forget to factor in the process of getting 48 players up to speed on CMBB. I would guess that the purchase, installation and orientation will add a few weeks if not a month.
  5. I'm reading these postings and I'm liking a lot of the ideas floating around. The idea of a series of battles that (may) have non-balanced force combinations against new and randomly selected opponents on a brand new game platform sounds groovy. Real groovy!! The waiting is the hardest part.
  6. I'm opposed to grouped by prior performance, and I scored below average in the NWT. This is not a pride issue for me as much as wanting a truly challenging experience. For example, when I'm playing bar pool, the best games are against those that are better players because I tend to focus better and defintely play better. The worst pool experience for me is a string of medicore players in which the game's pace slows to match their abilities. Bring on the big guns. I, for one, won't coplain.
  7. So what your saying is that my having to auto surrender in two of the five games was a bad thing.
  8. As the dust is setting on the first chapter of the NWT, it is clear who the MVP's are. Thanks Treeburst, Nabla and everyone that developed and managed this tournament. Your generous contribution of time and effort is greatly appreciated and enjoyed. I hope that the AAR's will bring some pleasure to the battle developers. As for the members of section 2: Thank you for the (sometimes excruciating) pleasure of your opponentry. To be rated a little below average with this group is an honor. Ricochet make us proud!
  9. I'd like to throw my hat in the ring as well, but don't worry, the pin is still in it.
  10. To judge an incomplete game seems a little dicey. I still remember how I did in each game, and if I were to judge I would end up comparing their performace against mine. The judging perimeters would have to be very tight, but then why use a judging panel in the first place? Is there anyway to finish those games automatically? This may sound strange, but could an AI be plugged in for both sides and the game resumed to conclusion? For those player who can't find their Nordic Wannabee Tournament Commemoration Socks remember- they are the ones embroidered with the phrase: These socks will never run!
  11. I ran a couple of tests with four regular M4's on a flat farm map populated with a couple of veteran computer-commanded sharp shooters. After getting two tanks handicapped (and the other two buttoned), I ran a bunch of maneuvers with the tanks in the original formation. I found no discrepancies in move, fast, hunt fire, fire w/o main gun, etc. These tests did not included live targets because I could not find a way of keeping the range and view consistent for all the tanks at the same time. It looks like the only real disadvantages are receiving one causality and the inability to unbutton, but that's it. Of course the "shocked" state is very dangerous when engaged with enemy guns. I guess that's the real discourager for not buttoning up ever.
  12. Well, that's what I assumed... I guess it may not always be the commander that takes the bullet. Perhaps I'll run a test or two to look for any performance differences.
  13. Do buttoned tanks and tanks that have a casualty perform the same (once the latter recovers from shocked)? I am referring to reaction time, accuracy, spotting and just general performance. Also, how do immobilized and gun-damaged tanks tally in the score at the end of the game? I know that in operations some times they are repaired and sometimes left abandoned. But in the scoring for a single battle how do they value?
  14. Ah hell, I can make up a better explanation: With his last dying breath the FO says (ever time): oh, I'm a goner. The captain will, gasp, direst fire, gasp, from here. aughhhh... The captain never makes the call.
  15. The above points about AT guns means patience, and lots of it. If you are willing to wait 20 turns to unleash them- good for you (hopefully the area of conflict is still be active after such time has passed). I do not have the wait-and-see patience. To me these guns are best used soon and forsaken. With so many of these battles pivoting on early armor dominance, I find the wait-and-see tactic scary. The one point I do think needs to be made is that any gun, no matter its use will last MUCH longer when dug into a foxhole. Advancing guns to open (not dug-in) positions are vulnerable. Thats been my experience. The last point I have to make about concealing gun or AT team positions is that they will need protection from advancing enemy units of any sort. Recon works against you in that regard. That may mean diverting forces to protect them.
  16. What hull???? I like to place the AT guns in positions of a very narrow field of view and in the best coverage avaiable because they are so prone to being out gunned or hit with mortars and artillery. I also like having a 1/2 track (or the like) to get them out of position quickly. If you've made your gun's position know and your opponent is NOT approaching it, then expect the tnt to start to fall with a couple of minutes. I don't think I handle AT teams well, so I too would love to hear some pointers.
  17. Any thought to a losers' bracket for the finals? I feel quite certain that I will NOT be making it to the next round, and yet, I strangely desire more such abuse.
  18. When I attempt to take a screen shot in CM on my Mac, the pictures all come like abstract computer art with lines and gradients all at a 30 degree angle. It could be worse I suppose. perhaps I could sell this stuff! I've always assumed it was a problem with my nolonger-supported Voodoo5 card. Does anyone care have any other ideas about this?
  19. Aye Captain! We're trapped in a time expanding vortex....WE MUST MAKE EVASIVE MANEUVERS!
  20. I think that massed tanks can be handled with relative ease and can be dispatched if you can: 1) Separate and delaminate the enemy's armor from his infantry. 2) Get all of his armor buttoned up. 3) Pick off individual enemy units either on the fringes or through very narrowly framed window's of sight (a mass of buildings usually has several. Use available smoke opportunities and hit-and-run techniques to withdraw engaged units when they get teamed up on. Good hunting
  21. Hey THumpre, I have sent #26 to you for the third time. Are you not receiving these files?
  22. No you can keep chatting, it keeps the thread bounced and it reminds me to be thankful for my California abode.
  23. Here's an idea for a tournament that is inspired from my experiences playing the Nordic Wannabee Tournament..... One thing I think is missing from these tournaments is the ability the battle experiences with others. In the NW tournament everyone must NOT share a shred of experience or information with anyone else to keep the fog of war going. I propose a team game in which people trade battle turns in a operation. You could 3 people playing 3 operations against 3 opponents. Everyone plays a battle in each operation, then sends the operation to a team mate. The team players could share the status of the battles with his team mates and NEEDS to provide good AAR to help the next guy to play. It is a bit complicated, but I think that this play style could bring CM to a new level.
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