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Danny Chung

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Everything posted by Danny Chung

  1. Nope Wait, oh, yes, wait a minute, Mr Postman, Waaaaiiiittttt, Mr Postman....!
  2. For the lucky buggers who have CMBB, how do you like the effect of temperature on the troops? I know this was one feature of the new game. In particular was it possible to model the effect of extreme cold on AFVs? I read in a book somewhere, Red Storm on the Reich I think, that the Russkies liked to time their attacks for early in the morning while the Germans were still trying to fire up their Tigers or whatever...
  3. I recently read Russia's War - the author's name has slipped my mind, Christ, I'm still only 33!. I think it only came out a few years ago. As you can imagine, a nice paperback from the Russia point of view. At times, Stalin seemed to be at war simultaneously with both the Germans and the Russians...
  4. Hey thanks for the reassuring reply, man. If the demo works OK on my current iMac, then great. I'll be looking forward to the full version. No worries
  5. When I first saw the minimum chip requirements for CMBB for the Mac, my heart nearly stopped. What, 500MHz? I'm still running an Oct 1999 era DV iMac (the 400MHz). For iMacs at the time, this was cutting edge, man. It's now running on OS 9.2.2 Nevertheless, I said, bugger it, I'll download the demo anyway. To my surprise, the demo loaded up no problem and can run the demo. Although the games are smallish, there is still a longer than normal wait for the computer to crunch the numbers. My question is this: Should I run out and get the new iMac (the 17 incher is lovely) just so that can guarantee my enjoyment of full version of CMBB (I don't think I can stand any more of those long calculation times especially for the big scenarios). My one problem is I'm in between jobs and although I have enough savings to buy one, a new iMac would drive my old lady nutty.
  6. This follows up on my earlier 2 posts on this thread. I experimented with setup just to test if the Russian AI will get his load off on turn 1. For each test the Russian AI did get his rocks off. Here are the results: First Round of tests - Extreme Fog of War enabled (Axis troops concentrated in one area) All Axis troops on bottom left hand corner of the map (from the German player's point of view) - result: Russian AI pounds area in front of central flag. All Axis troops behind the central flag - result: Russian AI pounds area in front of central flag. All Axis troops at bottom right hand corner of the map - result: Russian AI pounds area in front of central flag. Second round of tests - No Fog of War enabled (All Axis troops concentrated in one area) All Axis troops placed in turn at bottom left hand corner, in the area behind the central flag, and the bottom right hand corner. Result: Russian AI correctly unleashes his load right on top of Axis troops each time (not surprising I suppose). Third round ot tests - Extreme Fog of War (Axis troops concentrated in one area) All Axis troops in front of left hand flag - result: Russian AI pounds area in front of central flag. All Axis troops in area in front of central flag - result: Russian AI pounds area in front of LEFT flag. Now this was surprising! All Axis troops in area near right flag - result: Russian AI pounds area in front of central flag. Fourth round of tests - Extreme Fog of War (Axis troops deployed in similar fashion to default setup but teams combined into squads) Result: Russian AI pounds area in front of left flag. Conclusions? These tests are by no means exhaustive - I just selected the extreme parameters - No FOG and Extreme FOG. No FOG will guarantee the Russian AI will get his rocks off every time on your troops. With Extreme FOG, the Russian AI seems to be less consistent, more like hit and miss but I am led to believe that a Russian AI, when firing blind, will concentrate on the larger flag positions. The area where the Russian AI arty spootter has a direct line of sight will also influence the choice of where the AI wants his barrage to land as some of the other fellas on this post pointed out.
  7. Hey, thanks for the pointers, guys. I guess I'm going to have to continue playing Yelnia and experimenting with setup. As said by some of you fellows, it does appear that the AI (whether as Germans or Russkies) needs to see some clear indication of enemy positions at turn one before he decides to get his "rocks off" on the first turn.. Hey, must put on on the Exile on Main Street CD...
  8. Going slightly off on a tangent. I've played the Yelnia Scare a few times as the Germans against the AI as the Russkies and I've noticed the AI is not using his artillery spotter to order a 1st turn barrage (which is one of the new features of CMBB). In one game, the Russian artillery did not start arriving until turn 26 when the battle was all but over. Has anyone experience an AI instructed 1st turn barrage? Can the guys at BFC tweak CMBB so that the AI will be inclined to order a 1st turn barrage. It seems an awful waste for the AI not to get it's, ahem, load off in the first turn...
  9. Even with broadband, it took about 2 and a half to 3 hours to download the demo. I started at about 1330 hours on Sunday afternoon here in Hong Kong and finished the download towards 1700 hours. At times, I felt like re-enacting the 1984 Superbowl Apple TV advert. Fortunately for my iMac, I did not have an axe at hand to carry out the threat. In the meantime, in order to not go insane from the waiting, I reorganised the filing my colour and black & white negatives and watched a video of Meet The Parents. The next obstacle to my enjoyment of the game was a routine appointment at my mother-in-law's for dinner. I managed to get the tutorial out of the way before setting of. Afterward a dinner that seemed to go on forever, I managed to control myself so that my better half would not realize that the reason why I was anxious to get home sharpish was to play CMBB. We've hounded you for over a year. I remember the first suggestions that CMBB would be released in autumn 2001! Then it was April this year and then it was 22nd June. Now you've released the game on the anniversary of the German attack on Poland. Anyway BFC, thank you for being so patient with us.
  10. This thought only came to me this morning. How about those winners on the modelling contest for CMBB? Are the winners going to get their free copies of the CMBB ahead of everyone else or have first priority on shipment of the first copies?
  11. I wonder what the 2 scenarios will be on the demo. My wish list for the 2 scenarios is as follows: 1 A Stalingrad battle 2 A battle from the Soviet offensive of Jan 45 - massed Russian tanks against depleted German forces, yes!
  12. I will immediately start a new religion dedicated to the guys at BFC with me as head priest. Now where shall I put the altar...
  13. I like to say that I have led hundreds of men to die in a horrible and realistic manner. I have seen grown men - elite units, mind you - crack up under the pressure and flee in terror. I have...
  14. I did consider upgrading to OS X either by buying OS X or by simply buying Apple's latest incarnations of the iMac, iBook or Powerbook. I'm still running the Oct 99 era iMac (the DV version). It's running now on OS 9.2.2. The new 17 inch iMac still looks inviting thought...
  15. While on the subject of anti tank ditches, I'm reminded of a story within the book "The Combat History of Sturmgeshutz Brigade 276" published by JJ Fedorowicz Publishing Inc. In this story, a Stug III almost dropped into an anti-tank ditch which was sited on the crest of a small hill. The narrator of the story goes onto say that the ditch was guarded by a battalion of Russians behind the ditch. Fortunately for the Stug, the Russians did not have heavy anti-tank weapons and the Stug managed to get itself out of trouble. I guess you have to recognise that obstacles like anti-tank ditches have limited value. Once spotted in good time, they would be avoided by subsequent waves of tanks.
  16. I don't think this subject has been raised before. All the previous discussions on CMBB seemed to focus on new orders, artillery barrages, new tanks, etc. I wouldn't mind knowing what kind of new items are included for fortifications. How about anti-tank ditches? The Russians dug an enormous number of those during the war. How about anti tank traps made from stakes? Can trenches be criss crossed to allow defenders to move from one firing position to another?
  17. Dear Shrullenhaft Thanks for the tip about the missing GO! button. I went back through the README on the V1.12 patch. It says drop the Combat Mission file, the OpenPlay Modules (folder) and the OpenPlayLib file into the Combat Mission folder. This I did to the letter. Couldn't be easier. I then see there is a Open Modules folder in the Combat Mission folder and click on it to open the folder. There are 3 files inside: TCP-IP,OpenPlayLib, Appletalk. I click on TCP-IP. Immediately, a message pops out and says: "Library - This file adds functionality to your computer. To add this file's functionality to your computer, place the file in the Extensions folder, or drop it on your closed System Folder icon" OK, seems clear enough to me. I first drop the TCP-IP file into the Extensions folder. I open CMBO and randomly pick out a battle for TCP-IP play. I make sure the modem is running. As soon as I enter a password for the Allied player, I get the following message: "Error:Cannot open connection on TCP/IP network" Frustrated! OK, not the end of the world. I try the same operation but move the TCP-IP file to the System Folder (I don't what the reference to "closed" is). I open up CMBO for a TCP-IP game and I still get the same error message. I move the TCP-IP file back into the Open Play Modules folder within the Combat Mission folder where it originally was. I open CMBO for a TCP-IP game and it opens up OK to the message that it is waiting for the opponent to connect and that my IP is now this number. All I have to do at this stage is simply wait for the opponent to type in my IP number and make the connection. In my 2 previous attempts, the opponent has connected but the there is a very long load up time and there is no GO! button at SETUP PHASE. Any Mac users out there? So what's going on? Where am I still going wrong? Help! Thanks
  18. Hi guys I'm running an iMac with a broadband connection. I've been trying to host a TCP/IP game after getting fed up with the AI. The problem is I get the Quick battle ready, post my IP no, the opponent connects on the TCP/IP and I find myself on the SETUP PHASE. A message says TCP/IP:connected.Waiting for opponent to load scenario. Fine. I seem to be doing everything right. I position my forces and then wait, and wait and wait... for over half an hour. Still with no success. I cannot get out of the SETUP PHASE. Does it usually take this long for the opponent to load up? I also notice there is no GO! button on the SETUP PHASE. Is this normal? I've read Madmatt's Internet Play Instructions at least 3 times. No firewalls or anything like that are installed. Everything to the letter. Where am I still going wrong? Thanks
  19. Dear Roxy Welcome to the world of Combat Mission. I've been playing CMBO ever since I first came across the demo when it was included free on a CD-ROM on a UK Mac magazine. I then ordered the real thing from Battlefront.com. The best thing I've ever done with regard to a computer game. I usually play first person shooters: Quake II, Quake III, Aliens vs Predator and most recently Medal of Honor. In spite of their outstanding graphics and everything, I always find myself drawn back to CMBO. Nothing compares to the feelings you get when you say "F@£*!"as your last available Sherman or Panzer IV gets knocked out. Beg, borrow or steal the money to get CMBO. It'll be good practice for CMBB.
  20. Hi guys In anticipation of CM2, whenever it is going to be released, I've been brushing up on the history of the Eastern Front. I've read Barbarossa by Alan Clark and Red Storm on the Reich by Christopher Duffy. I'm particularly interested in the period Jan to May 1945. There's one thing immediately clear from reading these books, especially Red Storm, and that's the overwhelming numerical superiority of Soviet forces in January 45 on the eve of the Vistula-Oder operation. In the appendix of Red Storm, Duffy points out the rule of thumb that in general, one Panzer division was pitted against the equivalent of one Soviet Tank army. In addition, the Panzer divisions by 1945 were depleted formations. Duffy also points to sources that say that in 1944, the German Army was killing or wounding 4 Russians for every casualty of its own and the only the Soviet numerical advantage permitted the Soviets to sustain this ratio. Apart from having not enough men, the German forces in the East suffered from crippling shortages of fuel and ammunition due to destruction of synthetic oil refineries and the overrunning of the major industrial centres of the Reich. Naturally this prevented them from carrying out counterattacks and simply defending themselves effectively. Hitler's insistence on a thin and forward defence also hampered freedom of movement for his generals. According to Red Storm, in January 45, there was an enforced demechanisation of the Panzer and Panzer Grenadier Divisions in that truck establishment was reduced by 25%. Duffy goes on to point out the classic tactic of unsupported German infantry lying low and allowing Soviet tanks to pass and emerging to engage the following infantry simply fell apart after the initial artillery strike especially on 12 Jan 45 when the Vistula-Oder operation started. It is well known that the Soviets amassed overwhelming artillery support to support this offensive. Anyway for a scenario or operation to be historically accurate in CM2 when depicting the period of early 1945, it would be necessary for the German forces to be numerically outnumbered and depleted as well as short of fuel and ammunition. As such anyone wanting to play as the Germans in the Vistula-Oder operation would be very hard pressed to keep control of the available forces and resist the Soviet advance. On a slighly more happier note, Red Storm also notes the welcome support of the Luftwaffe tank busting Ju-87s of Lieutenant Colonel Hans Rudel especially on the Soviet bridgeheads on the Oder. Although the Allies enjoyed total air supremacy in the latter half of the war, the Luftwaffe did enjoy local and temporary superiority in Feb 1945. There was a very high rate of sorties carried out with 5008 sorties on 2 and 3 February 1945 at the Oder. In this regard, I hope CM2 will offer at least this air support, however limited it may be, to enable the Germans to at least blunt some of the Soviet attack. While unavailable on CMBO, it would be historically accurate for naval artillery support to be available to German forces operating near the Baltic. Again Duffy notes that ships such as Prinz Eugen gave valuable fire support to troops inland. And finally, it would also be welcome in CM2 if the Volksturm would be more determined in their defensive fighting. Red Storm again advises that Volksturm units in East fought noticably more resolutely than their comrades in the West. If any of you have access to this book, I highly recommend you read it. The part on the siege of Breslau is riveting especially the part about the armoured train. On 20 March 1945, it destroyed 7 tanks and 3 aircraft. I wonder if the good folks at Battlefront are considering sticking an armoured train into CM2? Danny
  21. Hi everybody Thanks to all the guys who contributed their views to my earlier topic "Kill rate of SP guns". The views given certainly raised my understanding of SP guns. I'm reading another book, details as follows: Panzer Aces by Franz Kurowski Ballantine Books First American Edition: February 2002 In one chapter about Albert Ernst, the book records the actions of a few Jagdtigers in the Ruhr pocket knocking out tanks "...from a range of four kilometres". When I read this, I thought that can't be correct. I was under the impression that most tank against tank engagements happened at less than 1000 metres. Still amazing accuracy! Can anyone confirm this?
  22. Hi everyhody Like everybody else, I'm cannot wait until CMBB comes out. I ran across this book at the local library, War on the Eastern Front - The German Soldier in Russia 1941-1945 by James Lucas Greenhill Books 1979 In one chapter, the book revealed that SP crews had a better kill rate than those of normal tank crews. The book had the following statistic: "By the end of May 1944, more than 20000 [kills] had been logged and this figure rose to 30000 by the end of the war." It said that, "so successful were the German SP gunners that it was a standing order to Russian tank crews to avoid a duel with an SP if at all possible." "A comparison between the assault artillery and the panzer arms also shows that, gun for gun, the SPs gained more 'kills' than did the tanks." On reading this, I found it very hard to believe that panzer crews in the elite SS panzer divisions and regular Army panzer divisions could not achieve better kill rates than for SP crews. I mean, how can Hetzer compare with a Panther in fighting ability? I understand SPs were chiefly deployed in the infantry divisions and panzergrenadier divisions to provide close artillery support. I do know production of SPs shot up in 1944 as Germany tried to put more armour on the field and in any case, they were cheaper to manufacture than normal tanks. Anyway, can anyone confirm that this kill rate of SP crews?
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