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Cameroon

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Posts posted by Cameroon

  1. Funny that you mention this, I was getting ready to ask if someone was hosting maps for QBs ;)

    I'm no map making expert, but I put together a small (~1km x ~900m) map together that I've been having fun on (vs the AI). A village lies in a sunken area surrounded by hills. Two variations of it, both with three flags (1 large, two small). One map has the flags in a line parallel to the start zones, and the other has them in a "line" from each start zone. Best played as a ME.

    I figure I could toss it out there for people to play with. I guess for now the best way would be for anyone who's interested in it to e-mail me. Anyone who does play on it, all I ask for is a little constructive criticism smile.gif

  2. Originally posted by James Crowley:

    Hope I'm not speaking out of turn, but I do believe Madmatt(?) made an announcement that adding ground conditions to QB paramaters was a possibilty for the patch.

    Don't remember where exactly I saw it though.

    Well, if you're mis-remembering something than I am too smile.gif I also seem to recall such a comment.
  3. Originally posted by Bruno Weiss:

    Okay, now we're getting somewhere's. HQ units can no longer hide and spot?

    Nope, if the HQ is hiding then they can't spot. I think the rationale is "they are hiding, not spotting falling rounds".

    If you want the HQ to have a better chance of staying unspotted (silly firing on visible targets), plot a small cover arc for him.

  4. Eden, you managed it, you confused me ;)

    The autosave files contain the actual map, same as in a PBEM. The reason they are not large is because the autosaves do not contain any "Movies" (i.e. the action phase). PBEMs also have two files that are "small", these are sent when only moves are being plotted. Anyone with the full install can load the autosaves, and if they knew both passwords, could actually start playing. Knowing only the German password, we could only see that side.

    The only reason the demo people couldn't load up the autosaves is that they do not have all the necessary installed information. The demo contains only the tiles and units (and other things I'm sure) that are required for the two demo maps.

    Ok, hopefully that is a resonable response to what I think Eden's question/comment was smile.gif

  5. Originally posted by Voxman:

    Disagree, the men definitely move down when the "Dig-In" command is given. Based on that I must assume they have achieved a better position than no using the "Dig-In" command.

    Cameroon, before you answer a question, you should at lease try the command yourself.

    I take some exception to that. I have played CM for quite some time and I've been playing BB every day for hours since I got it. I've played Attacks, Defenses and MEs and a number of the scenarios. I've won most of them. I've built and designed some QB maps to play on. I'm familiar with the commands.

    During setup you can also tell troops to hide, and then place them on a tank or inside a halftrack (at least in BO, I have not looked to see if that has been "fixed" in BB). They are not "hiding" there, even though the graphic shows that it is and the units info will say hiding. It's a minor glitch.

    If you can dig-in in rubble, etc then I'm mistaken, certainly and will have learned something new. However, neither the manual nor gameplay indicate that they are dug in unless they've got foxholes. The manual states for Dig-In "Units (including vehicles if allowed by the scenario designer) may start the game "dug-in" (i.e. in foxholes) or not." Which does imply that only foxholes count as dug-in.

    In an effor to be fair, I placed two rubbled houses and took two HQ units. I placed one in each, turned off fog of war and started a "hot seat" game.

    Both the defender and the attacker, sitting in their respective rubbled houses, have a 20% exposure. So, as I said, you cannot "dig in" in rubble ect.

  6. Nolloff, not stupid at all. Personally if someone has won Jaegermeister some other way than the tutorial in the manual, I'd love to hear it.

    Terence, yeah I forgot to say that the tactics in the tutorial need to be "fixed" when you read them ;)

    **SPOILERS**

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    You've got the "fixes" right. TF B is supposed to head all the way to the far left hill. I was confused too, but when they mention TF B and the left hill, I figured it had to be that one. Your tanks can, indeed, reach that by turn 10 with fast move. They may not look like it when they are crawling through those trees, but they can. Oddly enough, I would probably have sent my infantry on foot. They would get there a LOT sooner (I think) and could make sure all is clear for your IS-2s.

    As for the tank riding infantry, I sent 3 squads and the HQ. I left the other squad with the Coy CO.

    Regarding TF A, that is easy... but if I play it again I would not put all my forces right there at the scattered woods & hut. I'd spread them out some along the back of the ridge all the way between the left side of the road & the hut. With the new supression model, if all your troops crest and descend in the same place then fire on one squad in the midst will affect everyone around too.

    There you need to make sure your SUs have local superiority so that your troops can advance over the crest without being slaughtered. TF B should hopefully be in position to attract the Panthers' attention. Also, the 6 or so remaining IS-2s I had were doing shoot & scoot or seek hulldown to the Tigers to take them out. That actually worked quite well, but I think I was lucky.

    BTW, Terrence, did you see those SU-152s that you get as reinforcements before the game was over? I only noticed them at the end game screen.

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