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Dr. Rosenrosen

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Posts posted by Dr. Rosenrosen

  1. Speaking of emergency reorgs, I just ran into a surprising result when calculating experience after an emergency reorg. I have my excel spreadsheet programmed with the formula to make it easy to calculate After Replacement experience depending on the number of casualties and the experience of the unit and replacements. (I highly recommend this for those of you who have excel.)

    So I had a 10-person squad with 1 casualty. His experience after battle was 21. I grabbed a replacement from a squad with an experience of 22. When I applied the formula, the After Replacement experience was 20.66. Why would After Replacement experience be lower than both the original unit and the replacements? Am I applying the formula wrong? Is this intentional?

    Thanks,

    Dr. Rosenrosen

  2. Originally posted by Guillem:

    After the first two battles i had to immediate assault/attack, but after emergency reorganizing them, when selecting the units for the next QB i can't remove just one single squad from a platoon.

    If you must purchase a unit that is depleted from emergency reorgs because it is part of a larger platoon, go ahead and purchase it. Then on turn 1, move the unit off the edge of the map and do not allow him to take part in the battle.

    Dr. Rosenrosen

  3. Originally posted by Biltong:

    Interesting how the armor does so much better than the infantry - I wonder if that was also the case in real life? Or do you think the armor needs some downward adjustment when it comes to killing? Or rather the inf - some upward adjustment? :D

    I'm not as far along as History Buff (obviously) but my tanks keep getting whacked. I've lost the entire crew on my PzIVE twice in 7 battles. And I've had mostly major and total victories! Perhaps I grow overconfident with my tanks when victory is at hand, but please don't make it harder for tank crews to get experience!!!

    Dr. Rosenrosen

  4. Originally posted by Poor Old Spike:

    I've developed a set of fair and balanced parameters and simple rules for all my games in the Rugged Defense cmbb ladder which are proving tremendously popular and people are always wanting to play me,I currently have 25 pbems going!

    Anybody e-mail me for a copy anytime smile.gif

    If they're so simple, why not just post them for the whole world to enjoy?

    Dr. Rosenrosen

  5. I played a game yesterday where three of my squads were bearing down on a lone enemy Company HQ in the woods. Although I would have preferred to take him prisoner (and get extra points in my BCR campaign), he freaked out and let the members of his unit get picked off one by one over about 20 seconds. Why didn't he surrender? What circumstances lead a unit to surrender rather than simply routing or being killed outright? Any tips for taking more prisoners?

    Thanks,

    Dr. Rosenrosen

  6. On the Battle Group sheet, it's not clear how you should count the casualty statistics for halftracks and other vehicles armed with only MGs. (I'm using 251/1 for transportation mostly.) Are these vehicles forbidden as attached units even though they are listed under Vehicles instead of Armor? If they are allowed, what are the casualty ranges for extra experience points?

    Thanks,

    Dr. Rosenrosen

  7. I'm using PSW222s frequently in my BCR campaign. I notice that these, along with other light tanks (less than 50mm) prefer to engage infantry with just their MGs instead of their 20mm guns. Sometimes between turns, i will order them to use their main guns against these soft targets. A couple questions:

    Should I trust the judgment of the AI and let the MGs do the work? Which is more effective against infantry: MGs or these small caliber guns? Does it depend on the terrain that the infantry is in?

    If I target something and choose Use Main Gun = Yes, does this use the main gun exclusively, or will they still use the MGs as well?

    Thanks,

    Dr. Rosenrosen

  8. Although the kills calculations are remarkably improved in CMBB compared to CMBO, I still think there are problems. It's not uncommon for a kill to go uncounted, even in the AAR. Usually this applies to PBs or AFVs that get "abandoned." The unit(s) that caused that damage don't get credit for the kills. Also (but more rarely), I've seen double kills counted. The instance that I can remember is where I had a tank and a mortar taking out a gun. Both hit close to simultaneously and both got credit for the kill.

    Anyone else noticed this? I guess that the units don't get experience credit for kills that the computer decides not to tally.

    Dr. Rosenrosen

  9. I'm playing a game with normal fog of war on v1.02. My infantry have "Move to Contact" orders through a large patch of forest. At the end of a turn, I dragged the red endpoint of their movement marker around to change it. I noticed that there were areas where the terrain indicator on the waypoint changed from "woods" to "barbed wire" even though I hadn't seen the barbed wire yet. While I'm glad for the heads up, this seems like a bug to me. I did a search and didn't come up with anything.

    Anyone else seen this? Is it a bug? If so, will it be fixed in the 1.03 patch?

    Speaking of barbed wire, is there a command like "Move to Contact" that will prevent troops from walking into barbed wire that wasn't visible during the orders phase?

    Thanks,

    Dr. Rosenrosen

    [ March 20, 2003, 05:55 PM: Message edited by: Dr. Rosenrosen ]

  10. Just finished my 5000 pt ME. My group inflicted 1402 casualties and only sustained 29! My mom is so proud.

    Is there any way to see casualty stats for planes? One of my planes dropped some bombs right in their main assault force. Ugly!

    Question: I have an attached 81mm FO. In the Favor sheet, it lists casualty benchmarks that need to be reached for different units to get extra favor (such as 12+ for a squad). It doesn't list FOs, just mortars. My FO got 46 casualties. Is that enough for extra favor? What are the thresholds for different calibers of FO?

    It seems that the Favor sheet is heavily weighted in terms of equipment. Since my enemy was infantry only, my favor wasn't very high despite my total victory (only 39 :( ). I just didn't have any tanks, etc. to knock out!

    Dr. Rosenrosen

    [ March 20, 2003, 02:26 PM: Message edited by: Dr. Rosenrosen ]

  11. It seems that the max arty/air allotment that you can select in the game is 875 (unlimited force mix with 5000 point game). However, the rules provide for allotments of up to 5000 (large battle multiplier). Even without the multiplier, you can roll 1000 pts. This seems to artificially inflate the Provisional Force Size and result in the player losing those unavailable points while the AI has them to spend. Should I just limit the arty/air points to 875 if I roll more than that when computing the provisional force size?

    Thanks,

    Dr. Rosenrosen

  12. Question about the Task Force selection:

    Assume that when I generate my task force in the first QB, the computer purchases a Mech Infantry Battalion (similar to the Mech Infantry company that is the default battle group). How do I think of this when using it as a template for my own task force? Is it a battalion or nothing, meaning that if I can't afford the battalion, I can buy anything I want?

    Or if I want to buy infantry, should I limit myself to perhaps a platoon or company of the same flavor?

    On an even smaller scale, let's say that I only have 50 pts left to buy additional units, so I can't afford even a full platoon. Should I limit myself only to the 50mm mortars and MG34s that the AI purchased when it bought the battalion, or can I have more freedom to choose what I want since those units were only purchased in the context of buying the battalion?

    In other words, are the task force units thought of as individual units, as part of the larger unit that they were purchased with, or somewhere in between?

    Thanks,

    Dr. Rosenrosen

  13. Hi there,

    I'm really chatty now that I'm trying these things out. Thanks again for the helpful responses.

    Setting up battle number three after 2 Total Victories. (What do you expect against unfit conscript with little ammo?) So I rolled a large battle, the big one x5. I followed that up with some lucky rolls, such as Air support (in clear weather) with a point value of 1000. When I multiply that x5, it becomes 5000. Since I have almost 3000 pts in the other categories, I've run out of points to allocate even in the largest battle. Am I supposed to multiple my Air points by the large battle modifier? How should I handle my allowance of nearly 8000 points for this battle? (To answer moneymaxx's post below, it is a ME with no casualties for me so I think that there are no changes to the Purchase Point total.)

    (One option would be to purchase 3000 pts worth in the editor and then import those troops with the map. But holy cow! 8000 vs 5000 plus the fact that the soviets are unfit medium infantry with 10% ammo vs my fit medium armor with 80% ammo seems a little bit over the top.)

    Thanks,

    Dr. Rosenrosen

    [ March 18, 2003, 10:19 PM: Message edited by: Dr. Rosenrosen ]

  14. Originally posted by Seahawk-vfa201:

    </font><blockquote>quote:</font><hr />Originally posted by Dr. Rosenrosen:

    Seahawk, I like your idea of setting up your battle group in the editor first. This gives more control over names, experience, etc. How do I decide what the HQ units bonus parameters should be? Can I just give them all +2s :D or is there a rule to figure out the settings for all the HQ units?

    For those I just get what comes with the units themselves. I did not try to find a way to modify those parameters.

    </font>

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