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CPT T

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Posts posted by CPT T

  1. I am trying to design an operation, and would like to ask a few questions.

    Assualt operation, Soviet Def, total map size 3080m x 6000m, battle window size is 2000m, no mans land 480m, operation is 5 battles, 25 turns each.

    The problem I am having!!! I have set the battle window size to 2000m. I was careful to make sure that I deployed forces within each 2000m window. However when I try to start the game, units deployed on the 2d 2000m battle map, show up on the Soviet (east edge) of the first map. I have made sure to lock all units.

    Questions I have:

    Does the 2000m battle window start at the edge of the german map (west) or at the edge of the German deployment zone, or at the edge of No man's land in the first battle map?

    Do I need to give each 2000m map its own deployment zone?

    Does the number of battles and battle map size have to match? IE: I have it set for 2000m battle maps, and 5 battles. Does it need to be set for 3 battles with 2000m battle maps?

    Bottom line is units I have set up for Soviets (defending) on the second map show up on the first map. What am I doing wrong.

    Any help would be appreciated.

    Why would my 2d map units show up on the first map at the start of the Operation?

  2. I have seen engineer squads that were trained, equiped and prepared to reduce wire obstacles do it fairly quickly. Quite large ones too I might add. There are many techniques used to do so.

    In order for any obstacle to be effective, it must be covered with direct or indirect fires. Just because of the fact they can be reduced quickly if the breeching attempt is not hindered by fires.

    I believe it should be in the scope of CMBB to allow this.

  3. Remember that if you use hunt and reverse it will stop upon enemy contact and shoot it out with the enemy
    That is exactly why the hunt command does not work well in this situation. My choice of the hunt command may not have been the best because of the way it is implemented in the game. It was the closest command I could think of though.

    A similiar command that incorporates the characteristics of hunt, seeking hull down or cover, but allowing you to disengage and move to mask your vehicle is what I am driving at.

    Again, I find it fustrating trying to micro manage my vehicles into a hull down firing position, when I think the game should do it for you. What trained tank crew moving to engage a target over a ridge or hill, does not seek a hull down position. None that I have ever commanded or been a part of in real life.

  4. After using this command in several scenerios I am curious as to what the design intent was? I have been using the command to try and move to firing positions on known targets. Especially usefull if the firing vehicle has the weaker armor and dares not stay in range/view for a long time. Anyone else using it in such a manner. I do realize that it can be used to make a short halt, fire and continue the movement order; does anyone use it for this?

    Upon clicking on the Q button it asks you to select a firing position. Left clicking on a location gives you a fast move command. I think this move should be a hunt move.

    If the command is used as I invision it's use, then a vehicle should be moving slowly into a firing position the gunner seeking targets a hull down position or any cover afforded by the terrain. The hunt command at the beggining of the move allows the unit to find a hull down position in relation to the first target aquired. It also relieves me of the tedious task of trying to find that same hull down firing position.

  5. get them to stand and fight. I have now played a couple of scenerios using them, and find it difficult get get them to remain in position when facing armor threats. I have tried hull down positions, V arc commands, and the threat of death.

    Seems the AI has intentions other than mine. I could understand backing away from Tigers, Panthers, or any large caliber AT weapon, but mine won't even fight panzer III's or StuGs.

    How do you use these weapons systems?

  6. There is less of the horizon showing, the barrel of the gun is no longer visible and the

    result is a degradation of the player's ability to view the terrain as well as he was in "CM1" and a less than impressive viewpoint as far as watching the main gun fire off towards the enemy.

    I agree Oddball. I am constantly switching from view 3 to 4 trying to see the battle field (terrain)and the enemy units.

    What I have noticed also; and I think it relates to the "less of a horizon" mentioned by Oddball, is that in CMBO I could use level one, and then use the zoom/magnification to look at terrain or targets in front of me. If I try to do this with CMBB, the zoom is cut off by the top of the screen, almost makes the zoom function unusable for me. Especially the higher levels of zoom/magnification.

    Perhaps I am overlooking something in the control or use of the zoom?

  7. Hello everyone. I am realitively new to CM, been "Lurking" here for a while. Needless to say I have gained much from it.

    I am the sort that likes to play and keep units together during a battle as much as I can. During a set up the other night, I noticed that units in different set up zones had different colored bases. Wow, That would be neat for a stickler like myself. Having each companies bases color coded so I could easily identify them during the game.

    Is this possible? If it is I have yet to discover how to do it. Am I the only one who likes to play like this? I am wondering if unit cohesion will be a factor in CMBB.

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