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Waaarg

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Everything posted by Waaarg

  1. What Erwin talks about (targeting from waypoints) works with vehicles to see if the are hull down. But trying to gauge which square infantry can fight from on a hill still takes me a few waypoint attempts.
  2. I would play in vet, but don't be afraid to game it until things start to click. Re-load an attack that you lost half your squad and try again with different tactics. Ask for a cease-fire, scout the map, then use the concepts and strategies from the forums. The Canadian campaign is harder than either US camp or the UK one. The 2nd mission is rough as PT did an excellent job. The way the mission plays out, even though you may have a massive firepower advantage, it's quite easy to get into situations where you are locally out gunned. And you can spend every round suppressing buildings and root out 10% of the bad guys. Biggest advice would be to spend a lot of time reading the forums. There's a ton of great info, I learn something new every day. The manual is great as an army reference.
  3. I could have sworn the radio issue happened to me in one of the other modules. But I didn't think about it. Tiny error, the NATO German mech vs Syrian mech scenario has two issues. Germans start outside their deployment zone, and in the briefing it says Canadian casualties instead of German.
  4. Questions: Why did you stop with the Brit Video walkthroughs? Besides just enjoying watching you play, I use your videos to market the game to my friends. Do you play without pause normally? Reason I ask is, I know without pause you can't spend a lot of time issuing careful orders to keep a handle on the battle. The more the game is paused, the better orders and attention I can spend on each unit WEGO>RT With Pause>RT w/o Pause. Also just wanted to say I think you do a fantastic job on commentary. On one video you had said all you needed to about the battle and let the action play out, which was the only time I was disappointed when watching any of the battles (haven't watched them all). The ball game is always more interesting when you have good commentators, sort of the same concept here. I urge ya to keep talking throughout.
  5. Do you still need to install base + 1.10 patch before the bundle? Or is 1.10 incorporated now? PS. If those still awaiting purchase get gfx issues (black/missing textures) this is prob why. Took me 5 installs to figure that out.
  6. Hehe I've seen wargamers giddy with gfx that would make your grandmother and small children cry. Whole different set of priorities. But ya, as long as its clear, can see what is going on, and can the SQ is acceptable, thats all I need.
  7. If it makes you feel any better I've had MBTs (US/UK) taken out by side RPG shots. I had a LAV III survive 2 RPG hits (One to the rear) in the 2nd mission. So go figure. *SPOILERS* I've only played the Canadian, as I still have to finish the Brit campaign so refuse to start another one. I'm stuck on mission 2, but I agree that its awesome. The first mission with nothing but straight infantry was such a refreshing pace for a stock campaign mission. Its the first mission ever I've had to pull units off the line and fix bayonets . The fact that there was so much open ground too, was the icing on the cake. All my units were either out of ammo, or almost out of ammo at the end of mission, and I by the time I was in a position to make a crossing, I just didn't have enough time left and failed. The 2nd mission is awesome but the way I play, I need more time. I had to cheat t see how the enemy is being deployed after 3 failed attempts. If I had more time, I would have won my 2nd and 3rd, but I hate losing men and doing it properly takes a lot of time in an urban environment. I didn't have enough infantry to make a massive push so had to focus local firepower, suppress and clear buildings....and theres a lot of buildings....99% empty. I think if I played WEGO it would have been easier as I tend to get hyper focused on a platoon until they have reached the objectives I have set for them which eats up a lot of time. Someone said today that the scenario designers don't get enough credit, and that is really true. In the context of that discussion there was no way to know who did what previously, so I am glad they get credit within the game. Anyhow, PT, hats off, I've never lost 2 in a row. You can tell an expert made these 2 missions. The first mission is a breath of fresh air in all regards, and the 2nd mission is so smartly done....I can't say enough good things. Can't wait to see what MikeyD's contribution to the Canadian campaign is going to be like Sunday Night Football must have made your night. I'm a Farve cheese head, so while a small part of me was glad GB won, I was probably more devastated than Farve was
  8. Glad your doing this again. I often watch em while I'm smoking on my iPad just to watch some sf action
  9. I've spent enough time with game and scenario editors to know its not in my particular skill set to make high quality, and in this case, retail level scenarios/campaigns. I can mod the crap out of spreadsheets, but anything creative (skins/meshes/models/maps), I learned a long time ago is not me. I'd like to see the entire campaign redone with access to all 4 modules. Its my favorite campaign, so if I want to see it re-done, I have to put in the request to the community. I too wouldn't want to see Normandy suffer, but at some point down the line...... And I agree, the scenario designers don't get enough credit, but I hope Ruse saw my comments as a compliment rather than a complaint b/c it was.
  10. Ya I didn't know how the mechanics worked (that was answered nicely), so figured I'd cover the different situations. Since its more of a "I'm out, throw me a mag" situation which didn't occur to me, its not really a replacement for runners for the most part. But for AT teams, keeping dedicated runners to re-stock them so they don't have to abandon a good firing position makes a lot of sense. Tactically moving up a HQ instead of withdrawing a squad or reducing combat firepower by splitting off runners is appealing as well.
  11. Now that the series is complete, theres a lot of content that would have been really cool in TF thunder. Everything has gotten better since the 2007 release. Scenario designers are masters of the editor, including the AI scripts/plans, the maps were fairly basic as far as aesthetics go though tactically they were some of my favorites (Mission 1 and 2 were fan-tastic). Introducing Syrian Airborne and better quailty Regular units and T-72 and T-90's, the new IFVs, the new technicals for Uncons, all the ATGMs introduced throughout the 3 modules, with Syrian Air support could turn what people were saying, "A demonstration of US combat power" into a real dog fight. The other answer was "I don't play Army" I heard a lot, and that is a shame as they are a really fun force to play with. I know the US didn't get anything new (Although, everyone has to have base game....), but another US branch and their NATO allies are. Re-working stock mission forces, or adding allied forces for joint operations would be really cool. The patches also make this a different game from release, I don't know if current feature list is taken into account in the design phase of scenario building, but that may be a factor as well. I know this is probably wishful thinking, but on a side note - I really hope the policy is changed on self contained modules. I can see the point of it, but everyone has to have the base game and I haven't heard any change to this formula. So at minimum, I hope the base module is updated throughout future releases. But I'd like to see all modules get new content and scenarios in the future, so theres a reason besides nostalgia to play old forces and we don't have to rely on the community.
  12. How is this applied in 1.3? And what tactically can you do with it and what are the limitations? I currently use AT or sometimes in the case of the marines 1 of 3 fire teams as runners for ammo. But I have to do that x3 to re-fill an entire platoon engaged in heavy combat. Is there any priority if the runners aren't able to use the ammo they grabbed? 2 man carbine team taking 7.62 and 40mm ammo. With MG, HQ, and AT teams (and any 4ish man teams but those are the main ones I have to resupply). In the case of MG and HQ teams, mechanics wise it should be the same as infantry squads. But AT team ammos don't use a graph to represent ammo, the ammo is in the same category as special equipment. Can you use runners for them? What about LAWS and such? If squads can't share special equipment (ie: AT Ammo), then this question is moot, but if they can.... And what are the thresholds for the 2 categories (if they both apply)? When does a squad look for ammo? In 1.2, all you had to do was wait for re-integration into the unit. This wouldn't come up much, but if there is a lull in the fighting and you expect a counter attack, topping off 40mm ammo is a good idea. Thanks
  13. I've only played the Canadian campaign and 1 PBEM battle with the Dutch (Dutch Oven), so haven't been exposed to a lot of the NATO content yet. But I do enjoy the Canadian LAV III (TUA) the TOW variant. Its really hard to unearth AT teams in buildings but these seem to hit the win button and wipe em out one per TOW. Haven't had one miss either out of about 20 (on 3rd playthrough of the 2nd campaign mission).
  14. Yes thank you. A lot of these principals can be applied to Blue. I was struggling on the 2nd mission of the Canadian campaign. After reading this, I changed my entire plan, and am doing quite well.
  15. Does anyone actually look there for opponents? Just curious.
  16. LoL I thought you were being snarky, but I clicked and hot damn, donkeys! B ver of the 2nd mission of the Canadian Campaign (1st mission minor defeat, well done PT), 10 PLT HQ acquired 1 SPRAWW(M) launcher and it showed the unit had 8 HE ammo. Moved it midway across the map still mounted and now it shows 5. 11 PLT HQ acquired 1 launcher and an extra rocket and it originally showed 2, now it shows the unit has 6 HE ammo (haven't budged yet). My other HQ's that have launchers are correct. I have the save of 5/6 (mission 2b 006 for reference). Not sure if I have the 8/2, but can load up the other saves if needed.
  17. Thanks Mord. That answered everything. I unloaded all the mods, and it is a totally different feel. I installed most of them in 2 big batches so didn't notice how big of a difference they really made. Its not a discredit to BF, I don't mean that at all, 100% as a credit to you guys.
  18. Just started the Canadian campaign, I like the amount of detail in tjre campaign and mission briefing but am not sure if I like seeing the campaign tree, authors and points there. But appriciate PaperTiger and MikeyD getting credit. Definatley a different feel with the unit selection (+).
  19. Fortunatley my b-day arrived near realese. Huzzah for b-day money!
  20. It kills me how many times my M1 or Challenger has been knocked out by a side RPG shot. My opponent just called for a ceasefire, but to be mentioned I pre-ordered 2 155 strikes before the battle started. I didn't even think about that being gamey. When I saw my forces(5 Challengers), my only thought was "I have to thin out his Abrams." I assumed I was facing Strykers, but brads vs Warriors are a totally different beast. Basically the majority the dmg I could see was done from Javs and 155s. My warriors were basically cannon fodder. Thanks to all, your advice helped form a game plan that panned out. With NATO out, I wonder what Blue vs Blue would provide both parties with a fun challenging battle.
  21. I could use another game or 2, have NATO. OggleepATgmail.com
  22. Thanks guys. I have DL'ed every recommended Mod here, plus most of yours Mord. And no problem, all of you guys do amazing work. Couple things, one specifically for you Mord: In the Vocal Mayhem mod, there is a base folder, and 2 branch specific folder. What happens if I have marines in, and am playing Army, what happens? In the Brit campaign there are Marines and Army, and I forget things like this all the time. I go into this more further down, but what should I look for to tell if this mod is up and working? Is there an easy scenario you can think of I can easily test this? I have a question on installing the Mods. I don't know if my search string was off or not but couldn't find the answer. I have been using As far as the game/mods/z folder is concerned....what can the game use as far as file structure and type? Can it see and use compressed files (zips, rars), is there any characters in folder names it will ignore, and how deep in a file tree structure does it look? Its hard to tell when a mod is active and took place so want to make sure mods are active. I didn't test each mod to see if it took, and installed some times 8 mods at a time
  23. I can't remember if it was based off of a question I asked (I remember a bit of a learning curve with Arty), or a thread I found on search...and someone can correct me if I am wrong, but the crew doesn't actually use the extra equipment in the FO vehicles. Only the FO's do. That was the reason to never pick the vehicle. I too have never noticed any spotting advantages, but there is a major disadvantage I have noticed. They are far easier for the enemy to spot. I normally only use the vehicle if its in the rear with the gear.
  24. @Erwin - Did you see PT's change log on the previous page? Apologies if you did, I just know I miss things all the time.
  25. I thought it did matter. At least if your talking generally between passengers and vehicle. I could be wrong, but I seem to remember there being a difference between FO's and their vehicles. If your talking specifically warrior/FO, then I'm not sure. Since Army I've always used the FO.
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