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Tarquelne

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Posts posted by Tarquelne

  1. My thoughts are along the lines of c3ks.

    One platoon of HTs helps make it feel like a real Mech. Inf. attack, might help smoke-out any AT assets (use empty HTs), and could still be very good for a quick-attack (full this time) with cover from a Smoke artillery barrage. (Probably pre-planned. TRPs can give nice flexibility... but seem pricey.)

    Rather than M8s you *could* get M5s. The tank, not the bayonet. You can find them under the "Cavalry Squadron" option, I believe. You lose the .50 cal, but gain a significant amount of armor. Your opponent probably won't be expecting any tanks!

    Some good on map HE chuckers seem like a really good idea. If not M8s then mortars.

    One slightly, but not *too* gamy possibility is to try and really concentrate on the armor (ACs, HTs, M8s and M5s), getting just one or two platoons of inf. OR forsake all or almost all armor and concentrate on Infantry. In the first case you might over-tax the AT defenses. In the second case points spent on AT go to waste.

    A couple of sections of Engineers can help with mines. Though on this map I'm sure you don't have anything to worry about.

    Tell us about your attack plan. That might help us with the unit selection. And I'm just really curious, too. :)

  2. What are things that you have found you must think of as to getting units to respond correctly within the game.

    I found trusting the map more than CMx1 a big help. WYSIWYG. Especially for LOS. Once you learn a few rules about hedges.... and remember to turn the trees back on...

    OTOH, that sort of betrayed me in a recent game. What seemed a muddy street was a muddy street with Mud to either side. Not at all what I expected looking at the map... but with hindsight the cues were easy to see.

    And the match up between doors/windows and firing points at times seems 1:1, and other times it doesn't. (It's only really seemed to matter for barns.)

    But all in all I do better trusting the map than not.

  3. Certainly not a needed or really even "lacking" feature, but the ability to view a completed battle as a whole battle rather than manually loading 1 min. segments would increase my enjoyment of the game a great deal. If BFC wanted the price of a module for just that... well, I might not go that far. But I'd be tempted.

    As long as I'm wishing: How about the ability to pre-plan multiple missions for 1 arty asset. (Short heavy *here* on turn 1, Quick Medium *here* on turn 5....) Or have the ability to buy arty in QBs with smaller ammo loads. (To split into multiple missions.) Or plan barrages for minutes 2, 3, 4, 6, 8, or 9. (I can see that min. 7 would be of little use and not worth coding.)

  4. Sorry as a service man you are entitled to a different form of justice?

    Totally unfair. As a WASP civvy I want my own special court. I mean, even more so than the normal ones are now.

    Starship Troopers -> Nazi Germany anyone?

    Is that the book where only war criminals are allowed to vote?

    Rather than giving people the thing they need they wait until the commit crime and then help them? What about the people who aren't criminals?

    Hear hear! We should find non-criminals with habitual problems and put them under a court's jurisdiction in an attempt to make them change.

    Who thinks up this BS ?

    You're welcome.

    A separate court in indeed bad in principle. But like many things that are bad "in principle" you should look to the specifics, how far it's being taken, and whether or not in the given instance it's really doing more harm than good.

    Voting is a good example of the sort of thing I'm talking about, or ice cream.

  5. If you've done the tutorials I'm sure that's enough. I didn't even do that. :) (And got a nasty surprise one game - not *too* nasty, though.)

    Be warned: as soon as you start playing humans you won't go back to the AI! The joy to whack a fellow human is so much more satisfying...! ;)

    Yeah, that seems to be the big problem.

    I was worried about wasting someone's time. But then it occurred to me that only an extremely hardcore player is likely to be upset by winning too quickly and easily. Maybe it'll get old later, but ATM newbie crushing should at least have novelty value.

    I don't know about the "best" way, but I just put up an post in the Opponent Finder forum and got more game invitations than I could accept. Later I'm likely to want to join a ladder/club/group/website/whatever, but the forum post did more than enough to get me started. I suspect that's also where you're most likely to find beginners at Human vs. Human play.

  6. The figure for the same 10 week period in 2010 is 122 deaths. This took 11 min. after I found the proper webpage. That's 122 with no data from San Jose for three weeks - it could only go higher with the complete dataset. Can we assume the paper authors chose 8 cities with complete datasets over the periods in question?

    We should be speculating about a 2% "spike" in mortality, not 35%.

    The numbers are small and pretty variable. You're going to need to look at several years - not several weeks - worth of data to draw any conclusions.

  7. Well the file handling in CM*2 is infinitely simpler than CM*1 so in the 4 years since CMSF has been available I am astonished that no one addressed the issue.

    The fact that file handling in CM*2 is infinitely simpler could explain where there's no utility.

    Taking you literally, for example, there's infinitely less need. Which isn't much.

  8. Just pick the AIs forces. I know it removes any surprises, but that's all we can do.

    Last couple of times I QB'd I used the "Suggestion" function. A quick glance at the unit type tells me whether or not the AI has made boneheaded purchases without, usually, revealing so much that most surprise is spoiled.

  9. Seems like everybody got beef with the Bocage.

    After the desert I love it.

    I long for the steppe.

    No matter how much vodka you drink, Normandy just isn't the same.

    After I get some more practice with it I'll probably enjoy bocage. ATM it just makes me want to call down 5 min. worth of 155mm on the whole map.

    Well, my troops will hug one safe edge...

  10. The speed difference between FAST and QUICK seems to disappear in poor terrain.

    Troops on QUICK will often have time to recover before MOVE-using troops finish the same journey. (I don't know about long-term effects.)

    I suspect QUICK drains heavily laden teams more quickly, making MOVE look better. I've yet to send a HMG team on a long foot-slog, though, or tested it. Just some QUICK movement down the street or to the next hedgerow.

  11. AT mine will only cost 25 points. You cannot buy any combat unit for that price, let alone one that can knock out a Tiger.

    Isn't a 2-man AT team very close to that in price? There are some disadvantages, but it's far more mobile and has better range...

    Anyway...

    But that's beside the point. The purpose of mines is never to destroy the enemy. It is to change the tactical scenery.

    Yep. What we're talking about here is a sort of force multiplier, yes?

    I'd like to know if Broken is judging the points using large QBs. For small ones the err... "capital outlay" may be far too much to justify fortifications. But for large ones, OTOH, where the fortifications will be enhancing far more units, the price might be quite reasonable.

    (And by their nature fortifications might tend to be things you need a bunch of. A single mine might be fine if you've got a really juice bottleneck. But unless the map is cooperative you'll generally need quite a few.)

  12. I played CMx1, but pretty much just against the AI. This time I'll venture into PBEMland.

    U.S. EST, I should be good for at least turn/day.

    I'd prefer smallish battles for now... but what the hey, anything's fine.

    You can reach me with PM or e-mail.

    (I'll PM posters of the last few threads.)

  13. I really don't think the old hands who designed and tested the game and scenarios—fine job though they did—really appreciate how daunting it is to first timers.

    Hmm, yeah... It's my guess that for many newcomers CMBN is going to be their first wargame or highly complex strategy game. Back when CMBO came out such games were a major part of the market. But now they're niche products.

    CM has a pervasive FOW (Not just "Where's the enemy?" but "What's my hit chance?"), complex and unforgiving gameplay, and a scenario may have a LOT of stuff going on at once. I can think of mainstream games that have one or two of those characteristics, but not all three at once. (And rarely even one to CM's extent.)

  14. The game can't be all that hard - otherwise the Peng challenge guys couldn't play it.

    A game I'm having trouble with makes me happy - I can get a lot of play out of figuring it out. IMO too many games are too easy.

    Don't rush that squad unless you've got everything suppressed,

    And before they un-suppress... a big factor with artillery. But it happens with small arms, too: Your HMG might decide to shift and need to be re-setup, or reload, for example. I played one scenario where a squad actually ran out of ammo...

    Getting the timing down is much of the difference between knowing the right tactic and actually pulling it off. And experience may be the only way to get it.

    But erring on the side of caution *is* good, at least when learning the game: Better slow than dead.

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