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Erwin

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Everything posted by Erwin

  1. Same as CMMODS? (You might mention that Aris, so we don't think it an updated version.) It looks great btw. Thanks.
  2. Since CMA is a completely different game, am not sure why one would need to own it if this is a CMSF mod. Amazing accomplishment btw!
  3. Thanks. Sometimes I'll experiment with a mod, but it's unclear esp with SOUNDS if it's actually getting used.
  4. Just got it... and thanks for the scarred and bandaged versions. Awesome. BTW: By accident (some combination of mods/paratroopers?) I managed some time ago to get troops who had no helmets at all, so you could see their bandages etc. So, it is quite possible to achieve that look. I just wish I could recall what I did to get that look. But, hopefully somone else can explain it.
  5. Thanks. Much appreciated. Hope you do more for CMBN and CMFI. I am still enjoying your CMSF designs.
  6. That list of scenarios of the Montebourg campaign is really useful. It would be helpful if designers would always include a scenario list with their campaigns.
  7. re FO's and snipers etc I was referring to simply seeing a few meters further into (say) wheatfields, woods etc... Regarding my questions re "best practices for recon" it's cos I am having a lot of trouble with Khabour Trail - the Canadian campaign. In Khabour Trail it's been frustrating that altho' I have been able to win with under 10% casualties per mission so far, I find after 5 missions, my force seems too weak to accomplish mission 6. Mission 5 I have tried a couple of times, but the only way my FO or Snipers (in xnt observation positions) can see the enemy ATG's, ATR's and ATGM's is when the enemy actually fires at one of my vehicles - which usually means a dead or degraded vehicle. But, if I send inf on foot as recon, they also get hammered. And I only have 81mm and 60mm mortars as arty. I was hoping someone had a brilliant way of doing recon that I hadn't tried (or attacking a town bristling with RPG's and ATR's).
  8. Thank you! I note that your weapons mod is at CMMODS with no mention of it here.
  9. Often, even if you don't kill vehicles with arty, if the explosion is close enuff it will degrade the vehicle's capabilities, even immobilize them. So, it's a good tactic if you have the spare arty ammo as it could give your fully-functioning tanks an advantage.
  10. Not complaining about designers per se, only commenting on the limitations of small scenarios (using small-ish maps). But, yes, your point that ithe experience would be different vs a human is well taken. CM1 is definitely better vs a human. But, it's also a lot faster. CM2 (for me) is very slow and time-consuming due to its detail/complexity (for complexity's sake), plus personally I like sitting down and hammering a game out non-stop. If CM1 had better AI I would probably still be playing it vs the AI just for speed. CM2 AI is still quite satisfying if the scenario is interesting/different from the usual cookie cutter assault.
  11. You are absolutely correct about that, Michael. But, when one has been a mod slut since CM1 in 1999 it's very hard to break the habit.
  12. I'll try em. However, sometimes the difference between these mods is subtle and it's hard to tell which is "active".
  13. So much better than CMBN. Any chance for some scars, bandaged wounds options etc?
  14. Re better/longer spotting ability I recall there was a discussion about that maybe a year or more ago. I think FO's and snipers and maybe some other unit(s) had the ability to see several meters further through terrain that obstructed the LOS of ordinary units. Anyone remember that thread or can confirm this phenomenon?
  15. This was a fun scenario I recall. In most of the scenarios (of any campaign) it seems that the tactic that always seems best is spending at least the first half of the game doing recon to spot the enemy assets (ATG's especially). Then killing em with arty. And only then moving armor/ vehicles from their set-up positions to massacre the enemy inf. (This is a major reason I prefer larger maps that allow for maneuver, as 95% of the scenarios I have played all end up basically the same.) One or two of the ATG's in this scenario were well-placed and hard to spot. I also had a hard time keeping my FO in a safe position. The US seemed able to spot any inf after a few turns even when in what I thought was good cover/concealment.
  16. Any idea if these SFX mods (tracers, smoke etc) would work with CMSF/CMA? Or is there some other issue that makes these mods incompatible with the earlier games?
  17. Not sure whether playing a game can be equated to eating sushi. Many of us just like larger engagements that require some logistical issues, resupply, reserves, and most importantly, room for maneuver. The large majority of CMBN and CMFI are straight ahead frontal assaults, and that is like eating sushi ALL the time lol. I like red meat too! My ideal would be to have CM similar to CLOSE COMBAT or ROME - TOTAL WAR where you can play on an operational map, allocating divisional formations etc. and then drill down to play tactical on what we now have in CM.
  18. A number of us do still play CMSF for a change of pace from WW2. But, if all the mods are at Repository then maybe that's enuff.
  19. It's all to do with size... as always. In this case it's that CM1 was almost operational in scale with a Regiment plus on each side on 4Kx8K maps. I expect that CM2 will get there eventually. However, the complexity of CM2 mitigates it being as much fun and playable as CM1 is at that scale.
  20. Do you regularly dismount your armored recon vehicles and use em as foot recon? I am playing Khabour Trail campaign and the Canadian Coyotes seem to be always present at setup, with the main force coming later. In some cases it seems safe to move em as vehicles, but in others, enemy ATGM's are a threat as soon as one moves out of the set-up zones. In these cases I wonder what is the purpose of the recon units in the game since they don't appear to have any extra capabilities than regular troops. I know most of the answers to my questions are pretty common sense. I simply wondered if there was some RL doctrine that would help. It would be great if recon and snipers (and other specialized troops like engineers) had enhanced abilities to account for their extra training so one could use em in specialized roles rather than as "light inf cannon fodder".
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