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ekrommen

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Everything posted by ekrommen

  1. Something just occured to me today - another reason to split squads. When you split, you get the covering half with mg's and the assault half. Im in an operation where I have my recon squads far forward, likely not to be resupplied. I was thinking I wish I had those Russian recon squads due to their high ammo number. This is largely due to the fact they have rifles only I would think. So the idea on the German side is to split squads - have the ammo devouring mgs go to the "less likely" ememy approach side and have the assault squad fend off attacks over the open with just rifles. I dont need to wipe out the enemy infanty, couldnt anyway, just keep them out of the open. So Ill try this out. Anyone else do this? I assume the ammo averages out when the halves recombine, but the assault half will not be very depleted, and the mg half should be full - for a decent ammo count in the mid/late battles.
  2. Im interested, Ill be in the Onion forum shortly Thanks!
  3. Ive got "Wiltz" up and ready to go at 72.220.69.3 Come on in and play the Germans!
  4. Was there ever an edition of SC with a printed manual? I'm interested in getting this, but I thought at one time at least the manual was printed.
  5. 1500 points, 20+ turns, meeting engagement, 6/1944 small map, village, mod tree, mod hill, clear weather you are Soviet Im setup and ready to go
  6. Thanks, its good to know the cause of this, I know now to keep up with the drivers. If I see this go away at some point, Ill report back. Erik
  7. Thanks for the explanation and tips guys...no luck yet messing with my Nvidea settings. If its an application error that can be fixed of future selectable option, that would be great! Happy gaming, Erik
  8. Thanks for the reply. I believe I have antialiasing set on. Ill try it off at my next session. In fact everyhting is set for maximum realism, and the game works fine - except for this glitch. It really seems liek a programing bug. I could understand it if the disatant ground was starting to blur (as an effect), it seems like something (foreground vs. far away detail level) is set backward.
  9. I'm seeing terrain features blurry in the foreground up to about halfway down the map. Then the features sharpen up. As I pan around the map, the blurry boundary follows at a constant distance. Please see the attached screenshot. I am patched up to 1.08; my video card is Nvidia Quadro FX 1500. Is this a known problem...how can I fix it? Thanks!
  10. lesson 102 - I can attest to the fact that the Stug is deadly. I lost all 3 of my tanks, even though tehy were spread out from the left deppression and across the hill. I was having trouble coordinating their attacks - the Stug picked em off one by one. My first thought was to try again closer together like in 101..just pelt him with 3xAP and see if he abandons. Looks like I just need to be more careful with the spread out approach.
  11. lesson 101 - moved behind crest of hill, dropped off grunts which "advanced" forward to craters. The grunts braved enemy contact and spotted two tanks. Ordered all tanks straight forward with hunt which met the enemy tanks one by one, forcing each to be abandoned. I guess three AP rounds at a time is too much, even if the armor holds out. Lesson distilling.. Grunt intel = where to point terrain = allows/disallows contact To shoot "first and often" I need the back of the hill crest to drop off grunts and control when the contact happens. In a sense the back of the crest is the real objective it seems.
  12. lesson 100 First time, I rolled straight then met the enemy which backed away. I tried to be sneaky and raced around the left in the depression. I regained contact and we traded shots at each others side - he won. Next try, I rolled straight, made contact, traded shots, and kept contact with the hunt command as the enemy went into reverse. We traded many shots, but I stayed on top of the hill. I felt like I pushed him back like a sumo wrestler. I'm thinking thats the right thing - I gained the objective with minimal risk - used my front armor. I got a track hit (otherwise he might have reversed off the map) then eventually a KO. Was my 2nd try the right way, or was it a lucky win?
  13. junk2drive, this might be the site, which is very informative (thank you Mr. Windor): http://homepage.ntlworld.com/c.dames/scout.htm JasonC, I'm interested in going through your training courses, ekrommen@cox.net. Thanks!
  14. It's good to hear you have the manual - be sure to check out Appendices A and B which have short descriptions of all the commands available. Happy gaming! Erik "ekrommen"
  15. Hi, It's great to see a new CMBO player. It's the best tactical wargame ever. If you haven't figured out yet, there are two follow on games that have many improvements over CMBO, although they move the theater of action to the Russion front and the Mediterranean. Most people are playing and discussing the later games, although there is a gigantic amount of information and improvements for CMBO developed over the years. I'm just getting back into CMBO myself and am amazed. Without the manual, you are handicapped - really recommend you order a copy of the game to get it. If you have any feeling that this is the game system for you - get the whole 3 game set - you wont be disappointed. Here's some references you can use in the meantime: Look for "ATTN total newbies" above item #1: CMBO Oracle Some further articles are in "CMHQ". Look for the "Articles" tab/button. A great article is "infantry on the attack" - it realy organised my think on how to play this game: http://www.combatmission.com/ Some more articles by the same author, although the picture links are broken: ScoutPL's tutorial page Have fun - I hope this helps. Regards, Erik "ekrommen"
  16. Didnt think of making the arc wider, Ill give it a try. Does this help when the actual arc of LOS to the kill zone is narrow?
  17. Then Id like to see the return of the ambush marker in addition to the cover arc in the next CM, then. Not trying to knock CM, which I love, but this seems to be an oversight. I should be able to tell my gun: don't turn, wait for the target to come to you. Maybe call it a dynamic TRP, which can be set by HQs of a certain level or experience.
  18. I want to set up a kill zone on a narraow stretch of raod for an AT gun. In CMBO, I would place an ambush marker on the road and target it - worked most of the time, that is at least the AT gun would try to get off a shot at the side of the vehicle My problem is in CMAK. I set a narrow vehicle arc (blue). An enemy vehicle, in this case a Sherman that had been tearing me up, drives by, right through the kill zone. My team sess the Serm enter the left side of the arc and TURNS THE GUN TO THE LEFT. :mad: The Sherm keeps moving toward the right, past the gun barrel. The gun then tries to follow the tank to the right by turning the whole gun until the tank leaves the right side of the arc. The gun then turns back to the center fo the arc...way to go team. How can I make the AT gun sit itght and shoot as the vehicle passes?
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