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Bogdan

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Posts posted by Bogdan

  1. Originally posted by _UXcva:

    The Aug.'41 CMBB battle by Abbott was called 1_MG_PB.cme. It has no briefings btw.

    I have it on my HD if you'd like it sent to you. I found it to be a good "vs. the AI" battle also.

    _UX

    Good news smile.gif

    Please feel free to send it to me, my email adress is in my profile.

    Originally posted by Soddball:

    I'll either build the scenario, or play against you doing an AAR on a scenario someone else builds.

    Instead of an AAR, shouldn't it be called GARGHGRRARR?

    It sounds interesting ! Always very informative to read AAR and screenshots. I can't wait for another one like those I saw on the website.

    :mad: :mad: ARGHG GRAHRGG AGARHHRRGR ! :mad: :mad: (Thanks again)

    PS : Please excuse my accent : I'm still novice with the Waffle language.

  2. Dear respected and feared Wafflers,

    Please excuse my insolence, but I might have a question that nobody except you can answer.

    Hi Gentlemen,

    While google-ing, I found this very nice website with three After Action Reports : Teddy Windsor's wonderfull world of Combat Mission .

    Does anyone around here can tell me where to find the depicted scenarios ? The CMBB battle in summer 1941 interests me in particular.

    Any help is appreciated smile.gif

    front.jpg

    Any help ?

    :mad: :mad: ARGGRG ARGGGRA ARG :mad: :mad: (Thanks)

    [ December 29, 2004, 05:56 AM: Message edited by: Bogdan ]

  3. Originally posted by kipanderson:

    One objection some have to the Cold War in CMX is that the Cold War never became hot.

    Yep, that is the big problem here : I can't imagine BFC building a brand new game, based only on fictionnal scenarios or small peripherical conflicts.

    World War 2 era is still, in my opinion, one of the best period to depict in wargames : variety of engagements, materiels, theaters, etc. The principal point now is to guess/bet which WW2 theater will be chosen by the designers !

  4. Originally posted by Pvt. Ryan:

    Will the Pacific theater have King Tigers?

    Ah ! :D

    Reading this thread, I'm wondering if BFC will consider the preferences of the majority of CM consumers : american people. It's logic to privilegiate them, as they are the majority of those who will buy the next game. Then, I guess that they have a real preference for theaters where US troops fought : Normandy, Italy, north Africa and Pacific. Is that right ?

    On the other hand, isn't it a bit risky, for game designers, to select a distinctive theater of operation ? Wouldn't it be better to make a more general game, like Steel Panthers ?

    Personnaly, I bought CMAK to support BFC, as the Italian theater and north Africa aren't my "cup of tea". Eastern front and Western Europe campaign (44-45) are definitly what I prefer. I'm not sure I would buy a "Pacific CMX2 game"...

  5. Hi Gents,

    I'm looking for a good CMAK or CMBB map, in order to play some mechanized or armored engagements (3000+ points) in PBEM...

    My preference would go for rural maps, with some villages, with light-medium tree coverage... A big map would be great.

    Any help appreciated and...

    smile.gif :cool: smile.gif MERRY CHRISTMAS TO ALL ! smile.gif :cool: smile.gif

    [ December 23, 2004, 07:33 AM: Message edited by: Bogdan ]

  6. Really promising work Tom, it's amazing ! :eek:

    For the moment, the villages I can see in CMAK are a strange mix of old stucco florentine buildings and small colombage rural houses :D

    As the various mods of Tom and T.a.L will surelly not be released at the same time and pace, the number of possible combinations between these mods ingame is interesting : small normandy shelters, "Ruhr" houses, "Normandy" big buildings, etc. ...all on the same map !

    Sounds really nice ;)

  7. Originally posted by Schrullenhaft:

    If a crew is captured the movie will play fine on the generating computer, but the download to the receiving computer will halt at some point during the download (giving you the 'error' sound). Resuming via TCP/IP will not get around this bug. Instead you will need to open the saved game on the 'receiving' computer and play via PBEM for a turn or two (which means you've lost the last set of plotted moves).

    Thanks Schrullenhaft, I think this is it ! I clearly remember giving an order "Move" to a captured unit (gun crew IIRC)... And then, the situation you described happened...

    If I understand correctly, I'll have to switch to PBEM mode for some turns and, after that, I could restart a TCP session... smile.gif

  8. Hi,

    Here is a little problem I've experienced yesterday, during a TCP-IP game.

    GAME :

    CMBO 1.12 Battlefront version

    COMPUTER :

    Toshiba Satellite 1900-101

    XP Home Edition

    SDRAM 256 Mo

    Intel Pentium IV 1,6 GHz

    ATI Mobility Radeon

    + Norton Firewall 2004 activated

    I launched the game from a PBEM file, saved as a battle during an order phase. My opponent connected without any problem, as usual (ports and firewall are configurated) and we started the game smoothly. I have to say that the computer calculations were made on my opponent's computer.

    After a few turns (4 or 5 complete turns), at the end of the loading of datas (red process bar), the game simply stopped with a bump sound. I cannot escape from the UI by clicking somewhere and had to Alt-Tab (no other hotkeys worked). The game then stopped completelly with a message box called, IIRC, "Unhandled exception" or something like that (my bad, I should have make a screenshot !).

    I restarted CMBO and launch the autosave (still in TCP mode) and met again my opponent ! I had to press the "Go" button (autosave file), but the problem continued and we had to stop there :(

    Any idea about that phenomena ?

    PS : I never encountered this problem in TCP with CMBB (1.03 CDV version) nor CMAK (1.03 Battlefront version) :confused:

  9. It's probably me but the AI likes to place its tanks and vehicles in a place my AFV cannot spot directly :mad:

    The trick I found was to area fire just in the vicinity of the desired target (I'm not speaking about artillery indirect fire here). If no ammo shortages, the AFV which area-fire will use its HE rounds.

    During a Quick Battle, a nasty little BA-64 was sitting behind a small patch of trees. My StuG III can see on the right and on the left, but not directly to the russian car. An area-fire order made the StuG firing HE shells and destroy the vehicle with indirect fire. IIRC, this method might also work with tanks, but only to make minor damages, such as an immobilization.

  10. Originally posted by Leopard_2 :

    And, is there much sense in distinguishing between a Pz IV / Panther / Tiger based on the gun? In terms of armor thickness, I'd agree, but are the guns so different game-wise as to requiring different arc tactics?

    Thanks for those first posts smile.gif

    In fact, I often set my cover arc for AFV more to avoid the tanks to engage target at too much distance than something else. Waste of ammo and poor penetration capability make some kind of AFV useless at long range. It is why I have made my list with the gun factor, rather than armor. But maybe it's wrong ?

    Also, I forgot to ask if experience level could influence you to modify arcs ?

    Originally posted by Akula2 :

    Most of this sort of assumes I'm defending. Attacking can be different but not always. Saving ammunition is often a consideration.

    Yes, that was my focus ! :D

    [ November 22, 2004, 05:53 AM: Message edited by: Bogdan ]

  11. Hi Gentlemen,

    I often wondered which were the usual ranges and the average cover arc setups players used to parameter at the beginning of their CM battles. I know that many factors must be taken in consideration but, as a basis, let's set the principal datas :

    - Sky clear

    - No wind or light breeze

    - Ground dry

    - Medium temperature (say ca. 20°C)

    - Modest hills and average tree coverage

    - Map shape mixed between long range open terrains and some compartimented areas (light forrest, villages).

    In fact, the battleground I want to depict here would be an "average" map, with all the parameters set to "medium" or light". Just admit at first that meteo conditions and configuration of the battlefield must not modify anything in your mind's view.

    Then, the battle would be a probe, a meeting engagement : each side has to move his units to engage the enemy. We don't speak about defensive operation, but rather a battle of movements and manoeuvers.

    So, with all that said, the big deal is : what range do you select for your various cover arcs ? I'm not asking for so much details nor explanations but, usually, how wide are these arcs, and what shape have they (small "corridor", 45° wide arc, 90° wide arc) ?

    In order to make it simple, I would interesting to only consider some kind of units :

    AFV

    - Low velocity guns up to 75mm (ex. Ps IV ausf.D)

    - Medium vehicles with gun between 75 and 88 mm, except Panthers

    - Medium vehicles with high velocity gun (ex. Panther, Firefly)

    - Large calibers from 88mm and more (ex. Tiger, JS II)

    OTHER VEHICLES

    - Halftrack

    - PSW and other recon vehicles

    INFANTRY

    - HMG

    - LMG

    - Typical infantry platoon

    Please remember these units to be at the beginning of a meeting engagement/probe battle : they'll have to advance, recon and engage the enemy. Feel free to correct and modify my first list, as it's not complete !

    I thank in advance everyone who would post here, in order to help me to figure out that very aspect of CM smile.gif

    PS : please indicate the ranges in meters.

  12. Originally posted by throwdjohn:

    Are you looking for a way to make it LOOK like a destroyed bridge, or are you trying to simulate a destroyed bridge so it cannot be crossed. One option would be just leaving some bridge tiles out.

    Yes, I tried to simulate a destroyed bridge, which tanks and vehicles cannot pass. But as this bridge was one tile long, I cannot just leave a tile missing...

    Anyway, I simply removed the bridge tile by a rubble tile, to simulate the destroyed construction : the infantry can pass it with some time, whereas no vehicle can.

    Thanks for your remark throwdjohn smile.gif

    [ November 23, 2004, 02:01 AM: Message edited by: Bogdan ]

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