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Chops

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Everything posted by Chops

  1. Ahhhh...thanks. I think the light bulb just went off. I was thinking of Exit Zones in terms of Terrain Objectives. However, it seems from your explanation that Exit Zones are in fact Unit Objectives...correcto?
  2. Thanks Sergei, however, I don't understand your explanation. Will you try again using Blue and Red rather than enemy friendly? I know this was explained in another thread, but still not getting it. Isn't an Exit Zone similar to a Touch objective? Let's say Red is assigned an Exit Zone objective in the Editor. If Red moves units into the Exit Zone won't Red receive points?
  3. Exit Zones are not explained in the CM:A manual, anywhere. I would like an official explanation of how they work, and how points are assigned.
  4. I am with you Michael regarding the vastly different capabilities of airpower from the two era's. Let's hope it is modeled. In CM:SF recently (Germans vs. Syrians), I had several BMP's get hit while located in or on the edge of woods, and then finally a tank was hit while surrounded by trees. I also had infantry hit in a building. Kind a makes me wonder what's up. Blue didn't have any FO with a laser designator on the infantry that I was aware of.....maybe they did. Of course modern technology has the ability to do all that I just listed. With the situation in Libya, I have read reports that "rebel" forces have accidently been hit by NATO, and that even a Libyan plane was able to evade NATO and hit the anti-gadhafi forces. So with all of the latest technology, stuff still happens.
  5. Will vehicles and infantry be able to take cover from air attack in trees/vegetation/buildings in CM:BN? Will units be much less likely to be hit from air attack at night? Will enemy aircraft have a "god's eye" view of the battlefield and be able to hit anything regardless of the type of cover or terrain where a targeted unit is located? I am not sure exactly how cover/hiding from air attack is modeled in CM:SF. I have seen things that at times make me think that units can hide from air attack and other situations that make me question whether or not it is possible in CM:SF. However, Fratricide from air attack is modeled in CM:SF. It is well documented that the Germans did their best to hide their tanks/vehicles from air assault during the day.
  6. Wow, seems that there are quite a few Lurkers hiding out in Finland. What's up with that? Anyway, may I offer a big round of applause and a hearty welcome!
  7. Uh..ummm...I guess you are not familiar with the "Drunken Shotgun of the Gods"....speakin' of Fratricide.
  8. .....complain and whine about why there are no SS or FJ in the game by making inane posts on the forum; after realizing that they aren't supposed to be in the base game, I will then start posting questions about a release date for the SS-FJ Module. After that is accomplished, although I am a CM:SF veteran, I will check out the Tutorial and see what CM:BN is all about. Then fiddle around with the in-game options and my graphics card settings. All of this will be followed up with some bed-time reading of the Manual. The following morning, while having a cup or two of Peet's java, I will ........realize that I need to focus on life, and ignore the fact that CM:BN is installed on my computer. However, that evening I will probably dive into a Scenario, which will be followed up by starting the German Campaign. Any more questions?
  9. Emrys was once a Lurker until he attended Lurkers Anonymous. Now look at him, over 15,000 posts and counting. I suggest you Lurkers ask Michael for an internship. The folks you really need to stay away from are those vile vermin over in that loutish Pang Thang. Oh wait, ......uh....Emrys is one of them. Hey, hold on a second here. How come Emrys gets to post on the Outre Boards and in that Pang Challenge?
  10. If the Luftwaffe would have made an appearance so that Allied aircraft did not dominate the skies over Normandy, the Germans would have kicked Allied arse all over the place, all the way back to the Atlantic. The Allied air superiority and resulting overwhelming firepower from artillery, destroyed German reinforcements before they could even reach the front, and made it very difficult for them to manuever or sustain any sort of offensive or counter-attack. There are numerous accounts of the Germans making substantial progress, only to be stopped in their tracks due to massive artillery and aerial attacks. I find it amazing that the Germans were able to hold out as long as they did in Normandy. So in summary, I would say "hell yeah" the German squad/platoon/company was better than the equivalent Allied unit due to better small unit tactics, leadership, and motivation.
  11. Warren should be able to provide the name of "brave tanker". It is sounding like he may go down in BFC History on par with Lt. Dyke's Tube Guy.
  12. Speaking of Market Garden here is an interesting story - http://www.armchairgeneral.com/ginkel-heath-propaganda-and-reality-in-market-garden.htm
  13. I have really enjoyed CM:A as well. I have had some very intense firefights with the stock scenario's. I wish there was more interest and support of this great game. I am working on a scenario for upload, but it is a lengthy process, since I am the only one testing it for playability. I will get it posted one of these days.
  14. I was into Avalon Hill board games such as Outdoor Survival, Richthofen's War, Luftwaffe, and Squad Leader as a kid. Later....I read a review on some website about CM:BO. At this point in time I have no idea which one. However, I downloaded the CM:BO demo, I guess around the time it was first released. After checking that out it totally reminded me of Squad Leader, so I ordered the full game and have been hooked on Combat Mission ever since. I currently own every CM product that Battlefront has made, with CM:BN on pre-order.
  15. I have assigned touch objectives for the exit zones which allows me to assign victory points for exiting the map. However, why are these workarounds needed? Why not just implement the functionality to assign victory points for reaching an exit zone?
  16. However, in CM:Afghanistan the scenario designer cannot assign victory points for exiting units off the map. Will this be corrected in CM:BN?
  17. Awesome! Sounds like fun! Thanks for the update.
  18. Well based on the AAR posted on the Rock, Scissors,...website, It doesn't "sound" like sound contacts are modeled in CM:BN
  19. Two issues that come up after reading the AAR: The reason that the FO could not call in Air Support seems like it was some sort of chain-of-command issue. Maybe the FO was an artillery observer rather than an air controller? Brings up an issue however. Will the player have to make sure that any FO he chooses will match up with the asset in a Quick Battle? Will the auto-picker make sure that observers and assets match up? Also Sound was mentioned in the AAR, and the author was wondering why the Germans did not attack a nearby U.S. tank, because surely they had to hear the tanks engine. This brings up a good point? How are sound contacts handled in CM:BN? Will the AI fire at a sound contact? I was never clear on how this works in CM:SF.
  20. Sounds like the Fightin' Seabee has a new zBee mod manager in the works. Great! Some beautiful screenshots in the new AAR at Rock, Paper, Shotgun... doesn't look clean and fresh to me!
  21. I have learned during three years of playing CM:SF to pay attention to "the click". Some may call it a "sixth sense", a "funny feeling" whatever. When I am about to make a move in CM:SF or CM:A and I get that internal "alert" I stop and think. Often I will end up not making the move, as I have learned, that to ignore the "click" is a recipe for disaster. I find that paying attention to this, also results in more realistic game play.
  22. Good suggestions. How about a button on the UI that a user could click on and have a chart showing the order of battle, and each soldiers status could be color coded as to their condition. Also, more tool tips for rank, unit, etc....would help as well.
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