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Brent Pollock

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Everything posted by Brent Pollock

  1. You guys should do some digging in the "Tips and Tricks" section. Some of what you are asking for is already in the game. Guns in accessible terrain can be overrun and KOd; I've proven it in tests battles & used it in games, including a ROW IV match. I don't think there's a bog risk, but maybe it's too low to have been noticed so far. Infantry, including MG teams, HATE being overrun. From what I've seen, it does not cause any actual casualties, but it usually gives a big morale hit. I've even had friendly infantry get spooked by having a vehicle run through their space.
  2. Oh wait...if you create a new pair in the Manage Pilots, they both get an Escape Death.
  3. Only one rabbit's foot per pilot, I guess...
  4. #2 I knew, but if #1 was in the help file, I completely missed it - thanks. I take it that if both sides start at the same altitude, then first move is random?
  5. One thing that struck me as odd from the get go was the card penalty for height. Usually in air combat games, height is an advantage...what am I missing in the design that actually makes height an advantage, other than your opponent having to ditch cards to come up to you...which seems more a defensive advantage than an offensive one :confused:
  6. Very handy - thanks. The Wingmen get a fresh hand of cards (generally two, unless modified by skills or damage) each time they have the change to attack or are attacked. So basically, there is no reason to hold back with Wingmen: any cards left in their hands at the end of the attack sequence are discarded. [/QB]
  7. ...which is the ASL chapter H DYO method. You roll 2d6 to determine the availability (e.g. if you roll a 7 or higher, you can only get the plentiful stuff like a Pz IVH, but if you roll a 2, then you can get pretty much anything that ever rolled out of a factory, like a JagdTiger).
  8. Others have mentioned that they never target, they just let the TacAI take care of it. I usually set my infantry cover arcs to 30-200 m, depending on the unit. Oddly enough (given your aircombat reference), I usually let my HMGs blaze way to their hearts content, mainly because long range fire only gives a sound contact. [ September 08, 2005, 09:41 AM: Message edited by: Brent Pollock ]
  9. I still favour the SASL reinforcement method for taking care of rarity. The vehicle type gets charged at a flat rate that represents the average cost for that class (BPV * rarity). Which vehicle model actually shows up is then determined randomly. For instance (using completely arbitrary BPV & rarity numbers): - Pz IIIM 100pts 10% of medium tank population - Pz IVH 150pts 70% of medium tank population - Pz VD 300pts 20% of medium tank population The resulting QB medium Tank cost = 100pts(10%)+150pts(70%)+300pts(20%) = 175pts So, if you want a medium tank in a QB, you pay 175 pts, and then you have a: - 10% chance for a Pz IIIM (sucks to be you) - 70% chance for a Pz IVH (not too shabby) - 20% chance for a Pz VD (lotto winner!) You can do the same thing for any unit type: - infantry/AT guns - artillery FO - planes - prime movers - recce vehicles - infantry company - heavy weapon support section...
  10. Having grand fun with the demo so far, but there is one thing that's been bugging me: if you fly the Allies, you can get bounced between theatres from one game to the next. For instance, in game 1, my RAF Spits were up against the Japanese pair. After that game, the exact same pair of RAF pilots were suddenly transferred to the ETO and were up against the two ME-109s! Is this sort of historical nonsense going to occur in the full version, or is it just specific to the demo? I've switched to flying Axis just so I don't get irritated by the theatre swaps
  11. Very groovy "cheat" sheet. Now to see if I understand the IMS/OotS 1 to 3 thing; I take it that the # 1 to 3 refers to the amount of time you've spent lining up the target. For instance, if on turn 1 you play a uncountered maneuver, you can then follow it with an IMS/OotS 1, but not a 2 or 3. After that attack, if you don't get shaken off, you may follow-up with an IMS/OotS 1 or 2, but not a 3. Rinse and repeat. If that was in the help, I couldn't find it. Now if I can just get a feel for when my wingman refills...[i suspect that if I'd followed my first instinct and bought a copy of the card game when it first came out, I wouldn't be having these problems]...
  12. Would we be able to fit ACW engagements into the "best if it's just a reinforced company" scale?
  13. ...which is why it might be a good thing for us all ot revert to company-sized fights...or are you having problems at that unit scale already? I must admit that I still have not played using Franko's Combat Rules, although I think they're a GREAT idea.
  14. Maybe one point per team...so a late-WWII Marine squad with three BAR-centred sections would be three points, even if it is all together as a single squad?
  15. Fetch me... A SHRUBBERY! [sorry, couldn't resist the Monty Python reference]
  16. Thanks! I hit that error, too! For those that don't know the path, follow START-> All Programs-> Battlefront-> Down in Flames Beta Demo-> Install .Net Framework
  17. Hmmm...I think I see part of the company vs battalion scale problem. It comes down to battle type & force proportions. If the system is only supposed to be running a reinforced company at the upper limit, then that suggests that defensive positions should always be understrength companies or reinforced platoons, yes? If someone defends with the overstrength company, you really need to be coming at it with a significant chunk of a battalion.
  18. If a BAZ gets in close enough to hit your gun, you're probably doomed by infantry light weapons any way. The LOS must've been pretty tight for a BAZ team to get into range...~100 m,...without getting blasted first.
  19. Hmmm...couldn't you edit them to enter as PINNED or worse? Not an ideal fix, but it does go someway to expressing their vulnerability and dispersal. I've used it too, but it doesn't work very well a) sticks can't scatter - all squads entering as reinforcements have to do so unsplit, and all platoons enter within command and control; this doesn't simulate the confusion of these types of landings (unless you are simulating glider troops) reinforcement markers can't be placed randomly, only the percentage chance of arrival can be altered, as well as the turn - so your troopers always hit their DZs </font>
  20. They can be grand fun in large point games if you buy several flights worth.
  21. All together now: Halllllllllllllll-e-lu-ja! It always bugged me that SL/ASL actually functioned more as PL/APL. Only the single man games (e.g. Up Front, Firepower, Soldiers) had Squad Leaders. Now it looks like we'll have platoon, squad (and assistant squad?), team & crew leaders...oh baby, it's gonna be GREAT!
  22. ...and just to clarify, random losses do affect vehicles, but they affect the entire vehicle & crew as a single entity, not just bits of the crew.
  23. Septapod...Heptapod...? ...and what about motorcycle side-car mounts :cool: That Bren would certainly be Quadruped-mounted, would it not!? </font>
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