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Brent Pollock

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Posts 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. 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:

  3. 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]
  4. 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 ]

  5. 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...

  6. 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 :rolleyes:

  7. 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]...

  8. ...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.

    Originally posted by RSColonel_131st:

    The problem I have with that method of playing in the current CMBB is that it's just too large to keep an overview - I always end up forgetting some units, and it takes ages to jump between them without going into top-down view.

  9. 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.

  10. 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.

    Originally posted by Michael Dorosh:

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

    I am pretty satisfied with the current mechanism I use for paradrops - having no forces on the board to begin with, but having reinforcements arrive sporadically over the course of 3-5 minutes. Just put the reinforcement markers at likely LZs, or scattered about randomly at will.

    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)

    B) 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>

  11. 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!

    Originally posted by Battlefront.com:

    [snip]

    All units have Leaders. Bonuses are now Leader Based.

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