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wbs

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Everything posted by wbs

  1. What is the "cosine rule" to which y'all are referring?
  2. Redwolf, I interpreted Zitadelle's post to mean off-board artillery FO's (and your post,too) and I realize that my example was perhaps a little off-target (pardon the pun) (-: It is my admittedly untested opinion that the command benefits accrue to both on-board and off-board artillery. This is based on nothing more than anecdotal observations. I have not done the testing that you have done, so I may be wrong. I have wondered about the original question myself and would be interested to hear, from someone who has worked on creating the game and thus is in a position to say for sure, what the answer to this very good question is. [ February 12, 2002, 05:33 PM: Message edited by: wbs ]
  3. With respect to 'Combined Arms' Post above, it seems that if a FO gets SOME benefits of being in command (stealth and morale, in his example), he would get ALL of the benefits (i.e. enhanced firepower accuracy) if the HQ has those qualities. I once had a veteran mortar unit doing an indirect fire mission. The unit was in command of an HQ with a +2 firepower (lightning bolt) rating. The mortar, on two consecutive turns, scored a direct hit on, and destroyed, a halftrack at 600 meters, and followed it up by scoring a direct hit on a Sherman and destroying it at a range of 450 meters. It was game, set, and match. I believe that your artillery FO WOULD get the benefits of an HQ's firepower rating. BTS, would you care to comment?
  4. I'm 42. Really??!! I'm 42??! When did THAT happen? OOOOOH NOOOOOOO, Mr. Bill, I'm 42!! AAARGH!! (that comes from an era before the "DOH!" era.) I'm still not old enough to be married or have kids, unlike a 43 yr. old that posted a little while back. Oh, well. Many of you are providing me with conclusive evidence that there is life beyond 42. Whew! What a relief!
  5. I may have a work-around solution for this glitch. I play a friend of mine on a semi-regular basis. One day we were playing a QB via TCP/IP and had it happen to us. We were playing on two PC's that were located in the same room, so we decided to try to fix the problem since we could both see the results of our experimental solutions on both PC's at the same time. The problem was that machine A would ding and freeze up. However, on Machine B the turn would continue to run normally to the end of the turn. We saved the game to a floppy from machine A and loaded it on machine B, so the effect was that we were still playing the same game, but we had swapped PC's. Machine A locked up again even though it was now the "AXIS" PC instead of the "Allied" PC. The work-around solution we devised was this: When machine A locked up, we let machine B continue to the end of the turn, and player B ended the turn and started the next turn. Player A exited the game, which was auto saved, and when he reentered, it took him to the start of the NEXT turn (i.e. the same one that player B had just started) so that they were then in sync. We were then able to continue the game normally to the end of the scenario (It was a brutally fought draw, by the way) The only "penalty" for using this work-around was that player A was unable to view the playback for the corrupted turn, but he could figure out what happened by looking at the next-turn starting locations and status of the various units. I hope that this is helpful.
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