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Brent Pollock

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Posts posted by Brent Pollock

  1. junk2drive:

    I thought I remembered something along the lines of the "taxi" scenario, but that brief initial search I did was no help.

    Lucho:

    The CMAK scenario "Forgotten Outpost" has something similar: Commandos vs Italian airfield.

    Hans:

    You've got to have some moving targets on the ground to spice things up.

    As I mentioned from the top, the two I've done previously were primarily design exercises, although they did teach me the important lesson that anything larger than light AA cannons...say, 40 mm or so...will not engage ground attack aircraft. I also found out that exitted units can still get blasted on the turn they exit. And really interesting things happen to units that are on a bridge tile when it gets demolished.

  2. ...or does anyone care? What I have in mind is a battle that represents an air attack on an airfield. It would definitely be for solo play only. Trucks tagged for "Should Exit for Points" could be used to represent scrambling fighters. The map would represent the airfield, facilities and AA installations.

    I've done similar "one side gets airplanes only" scenarios as novice design exercises for CMBO & CMBB, but with those I used convoys crossing defended bridges...they can be worthwhile if you're up for some CM movie watching, but not too much else. My son seemed to get a kick out of them...he was 10 years old at the time, though.

    Just curious if anyone else had tried something similar.

    [i tried a subject search for "airfield" but it came up null.]

  3. [Ahem]

    Folks searching for such balance might want to check out my battle, "WBRP - Company Town" at the Proving Grounds:

    HtH

    vs Allied AI

    vs Axis AI

    As I state in the design notes (or somewhere close to that), this was partially an exercise at designing OBs with balance; both sides get exactly the same AFV components via the blatant use of captured AFVs. The editor was used to give them all the same array of leaders and ammo. The only assymetry is in the map and minor components of the infantry OBs (each side essentially gets a cavalry battalion).

    Originally posted by Dave H:

    I think the only way the QB afficionados are going to find true "balance" in CMX2 is to allow both players to use the same nationality. Otherwise you're in a never-ending search for perfect unit-by-unit matching between nations which had different organizations, tactics, and philosophies. You want Combat Mission to be a better game? Then take on his Tigers with your own Tigers.

    For me the lack of perfect unit-by-unit matches between units makes the era much more interesting. Of course, I have to admit I'm a big fan of highly unbalanced scenarios, too. As Donald Rumsfeld said so eloquently the other day, "You go to war with the army you have".

  4. I'm busy that week; can we change that start date tongue.gif

    Originally posted by Kingfish:

    </font><blockquote>quote:</font><hr />Originally posted by Ted:

    Is there any thought to starting a RoW V ?

    Yes, and I quickly drown it out with alcohol and pain killers.

    Seriously, signups for ROW V will begin sometime around the first week of </font>

  5. Dammit - I want Newfie & Bluenoser accents...and some Acadian/French Canadian, too tongue.gif

    [i now await the arrival of the Canuck Regt grogs to tell me that these regions were not represented in the Med ;) ]

    Originally posted by throwdjohn:

    I swear I have heard Americans say "boo ya!" when they hit a tank. Also, while on the subject of language, why must the American and Canadian troops have same WAVs? I know the accent is almost identical, expecially to anyone not blessed enough to live in them, but it gets a tad annoying. I don't like playing as Canucks and hearing them spout phrases in the most backwoods Souteren accents. I'd like to hear some "aboot" and stuff like that for Canucks.

    [ November 29, 2004, 07:43 PM: Message edited by: Brent Pollock ]

  6. Having just gone through this myself for the first time, it seems you can only import the Autosave from the final AAR movie. It won't work if you SAVE the game and then try to import that. The manual could use some improvement on this point :(

    The jury is still out on our game as to whether he air support was imported.

    You have

    Originally posted by farmerch:

    Sorry, I have a problem:

    I still cannot get my troups loaded.

    >>Just start a QB, load the save as the map for the QB and "import troops = yes".<<

    Where can I select troops = yes?? I have tried to find that feature, but without success. When I start a QB and choose "Load from file", I get the previous map, but not my units.

  7. I'm also confused as to how this works. In both the CMBB and CMAK manuals, it states:

    <<Note that these troops do NOT get resupplied, and a squad with LOW ammo will enter the new battle in exactly the same condition.>>

    I just tried this for the first time in a PBEM QB, and all my units started with full ammo load out, including the heavy weapons and FOs...possibly even more than they started the first QB with (I can't remember if I changed the ammo supply setting).

    Also, we both had air aupport in the first one, but there's been no sign of it over the first few turns: perhaps they weren't considered to have finished "on map"?

    For anyone who's wondering, my TRPs were imported intact.

    Originally posted by Robert Olesen:

    When you import troops into a QB their ammo loadout is kept, except if you edit the ammo to zero, in which case the QB amo setting is used.

    This is true for your own troops, but not for the enemy, it appears. I have tried both CMBB and CMAK (patched), and have tried setting the ammo level to all the possible interesting combinations I could find (none, 1 HE, 1 of each available type etc.) and in all cases, the units turn up with a full ammo load (which as the QB setting).

    I'd love to find a workaround or have this fixed. It makes those raid battles in ROQC where you go up against a gun battery very difficult. I'll have to remove them or adjust the difficulty a good deal.

    And I have been told that a gun battery that was set to fire indirectly isn't all that easy to adjust to direct fire mode, thus a low ammo setting for such a gun is appropriate. It could be wrong. JasonC, you ought to have some experience with that?

  8. [Hmmm...I could've sworn I replied to this yesterday...oh well :confused: ]

    No, I watched all those movies near endlessly from CMBO-days onward: the gun gets abandoned without any requirement for incoming fire. I also ran tests back then to see the effects of AFV overrun on infantry (no casualties but morale suffers and they can break cover) & vehicles (no damage; just pushed) as well as. I used AFVs with zero ammo. I even tested smaoke rounds to see if they could cause infantry casualties; gave up after half an hour.

    The only AFV MG "weirdness" I've seen is tankettes getting KOd (even saw one brewed up) by the small calibre BMG/CMG. The only thing that makes this "weird" to me is that it wasn't possible in ASL; makes complete sense otherwise.

    Originally posted by YankeeDog:

    In re: driving over guns in CMBB and CMBO.

    Even in CMBO & CMBB, the gun crew will often abandon the gun anyway as the enemy tank gets really close. I think this is primarily due to the increasing effectiveness of the tank's MG fire as the range closes.

    However, as Wake notes, it is possible to see a tank and an ATG virtually on top of each other in CMBB & CMBO, and have both survive for quite a while. In my experience, this happens most often with an MG-less AFV, which supports my theory that MG fire is what is actually causing most gun crew abandonments as AFVs close to single digit meter ranges.

    However, it seems that in CMAK, some sort of rollover attack feature has been added to the code, which means that even MG-less AFVs can KO an ATG by rolling in close. At least, I've never seen an ATG survive for more than a couple of seconds with an AFV right on top of it in CMAK, and I've frequently used rollover attacks in this iteration of the engine.

    I suppose someone should set up a test in the editor. . . doubt I'll get to it anytime this week, but if I find time somewhere, I'll try to verify my hypothesis.

    Cheers,

    YD

  9. Ditto - I've been crushing field guns from doorknockers to 88s since CMBO.

    Don't try to do it with any command other than FAST.

    It certainly gives the gun owner incentive to use pine/woods as cover, even though it leaves (go ahead, needle me about my puns) the gun open to airbursts.

    Originally posted by Pzman:

    I did that (driving over guns) in CMBO as well, I think its been in the game all along.

  10. Trenches are no help either - just ask my ROW IV opponent in 'Frontier Firefight '40'; scrunched the entrenched Italian ATG with my puny Mark VI.

    I've also bowled over '88s with Stuarts in a couple of CMBO/CMAK matches.

    Grand fun - well worth the thrill ride.

    Originally posted by Carl Puppchen:

    [snipped by Brent]...whenever possible I put the guns in the trench to make them especially difficult to root out...[snipped by Brent]

  11. ...all the CMMOS compliant stuff, especially the Dirty Tracks.

    I also rate uniform mods last, although I do use them and especially like the winter hats & gloves one, although it isn't automatic, so you can end up with guys running around with hats and mittens during high summer...but that's why CMMOS makes it easy.

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