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Cpl Steiner

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About Cpl Steiner

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  1. Is the FN FAL already in CMx2? I don't recall seeing any Uncons carrying them.
  2. I'm not going to trawl through the entire thread in case this has already been mentioned but, as much as I'd like to see the BAOR (British) in the game, I have to recognise that it would have played a very small part in a hypothetical Fulda Gap battle. I remember playing the old SPI board game, "Fulda Gap: The First Battle of the Next War", and seeing just how small a force the BAOR was in comparison to the other NATO counters on the map.
  3. The opportunities for this are endless. Foot patrols in South Armagh. Mercenaries in Africa. Falklands War. All doable if we have late 70s, early 80s British Commonwealth equipment.
  4. I would buy the game family just for the SLR. I hope you are listening BFC 🙂
  5. Did any units of the BAOR still use the SLR rifle during the timeframe of the game or were they all equipped with the SA80? I only ask because I would love to see the SLR (a.k.a. Belgian FN FAL 7.62mm rifle) in a CMx2 game.
  6. Uncons would be cool for things like Russians vs Chechens.
  7. I've definitely seen wounded become KIA if hit by artillery, and I refrain from shelling an area if I know some of my wounded are there, even if (as has been said) it really makes no difference in terms of VPs. In actual fact, KIA is probably preferable to WIA in game terms, as you can strip the body of weapons and ammo faster.
  8. Just wondering if anyone knows what we can look forward to next from BFC? I've pretty much bought all CMx2 games and modules except Final Blitzkrieg (which I may have to pick up soon). What I would look forward to most would probably be a module for Black Sea, early WWII (invasions of Poland, France, etc), or a WWII North Africa game.
  9. In the second mission of the German campaign the triggerman was not suppressed as I didn't know he was even there until the end of the scenario. I also played this mission as WEGO but the test mission I posted the image of above was also WEGO vs. the AI. Regarding failure rate, It would help immensely if at the end of the scenario the text for the EID didn't show "(Activated)" but rather something like "(Dud)". I would be interested in anyone else's experience of the 2nd Mission of the German campaign, played WEGO. It's not hard to get to mission 2 to try it out (and mission 1 is a l
  10. OK, well, it seems I am mistaken. I created a very simple scenario in the editor - completely flat and barren landscape, two US Humvees, 1 UNCON IED spotter with various IEDs along the road - and the spotter detonated the IEDs just fine. I now believe some scenarios may have the spotter badly positioned with no LOS to the IEDs.
  11. *** Potential Spoilers *** I am convinced IED's do not work in version 2.04. Example: Start Abu Susah scenario as US and fast move a Stryker down the left flank along the road into the ville. It will get shot up but if you're lucky at the end of the turn you can cease fire and see that it drove straight over an activated IED within LOS of the spotter. I actually found IEDs aren't working in the second mission of the German campaign. I must have driven 16+ vehicles over 2 activated IEDs in LOS of a non-panicked sp
  12. Has anyone noticed this with the latest version of the engine? You give a move order to a squad and all but one of the soldiers move to the new location, leaving one stuck in the old location.
  13. I love the Eastern Front theatre for wargaming but one thing to bear in mind about Red Thunder is that a lot of the stock missions are quite large (battalion size) compared to the other WWII titles. Also, since you're here, you should check out the two modern warfare titles (Black Sea and Shock Force 2). The modern Russian army in Black Sea is a lot of fun, whilst the asymmetry in Shock Force is a unique experience compared to the other titles.
  14. The one thing I miss from CMx1 was "Biltong's Campaign Rules" in which you took a company of Wehrmacht Mechanised Infantry through a complete campaign on the Eastern Front via randomly generated situations that were then converted to quick battles. This was the closest I ever got to my dream game of CM with a strategic layer for generating battles. I once tried to make a strategic board game layer for Shock Force, with counters representing the Stryker battalions etc., but never finished it.
  15. I don't know if this has ever been done before but I have a concept for a campaign based on American Football. Mission 01: Line of Scrimmage - - - Blue conducts a preliminary probing action. Mission 02: First Down - - - Blue has made progress but there is still a long way to go. Mission 03: Play-Action - - - Blue conduct a feint to allow another element to advance. Mission 04. Fumble! - - - A mistake puts Blue on the defensive. Possible rearguard or holding action. Mission 05: Blitz - - - Blue attempts to stop enemy counterattack. Mission 06: Turnover! - - - Blue
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