Jump to content

Rokossovski

Members
  • Posts

    402
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Rokossovski

  1. Unfortunately CMBN doesn't model U.S. artillery in the game in the direct fire mode, unless you count the Priest. (Which perhaps you should, although admittedly not firing 155mm rounds). I seem to recall that CMBB modelled german 105mm towed artillery pieces, since in '41 and '42 that was occasionally the only answer to T-34s wandering around in the rear. I'd like to see towed artillery in the game to model situations where battery positions come under direct attack. In a pinch, I suppose one could use the German 150mm infantry guns as a stand-in. Perhaps a future module will give us a couple of true towed artillery pieces to play around with. One can hope.
  2. (1) Excellent mod Vein -- just like the others you've posted. I salute you. (2) Astrocat: thanks for the tweak. I like it too.
  3. The Huzzar map is a masterpiece. Please make more. (And post them in the repository for those without your talent to enjoy). I beg you.
  4. Concord, your plan seems sensible. Having run a couple of campaigns in CMx1, my advice would be to keep things as simple as possible. In general, your proposed framework seems to do that. It will, of course need to be fleshed out, but even so try to keep it simple. I would also advise running a small test run first, with no more than a couple of players and a battalion per side. That should draw out a lot of the problems with the system you devise (there will many -- there always is) before you have invested the effort required for a larger campaign.
  5. I have the same concern regarding force mix. The AI rarely seems to bring an appreciable amount of infantry. Even when I restrict them to "infantry only" they seem to prefer load up principally on anti-tank guns and whatnot.
  6. Seriously? Battlefront has resisted motorcycles for years. And horses. And horses on motorcycles. I have to admit the coding might be a problem, although the way motorcycle-sidecar combinations move is more like a traditional motor vehicle than like a lone motorcycle (i.e., not a lot of leaning into turns etc.). That said, I suspect you're just joking. But I hope you meant it.
  7. The QB maps look excellent. Those maps are an important part of the game for me. Nice work, and thank you!
  8. @#$%&*@ I have this weekend to myself with the wife and kid out of town. Next week, I'll be out of town myself and away from the computer. Not the timing I was hoping for. What's wrong with these people?! Don't they know everything is all about me? Thanks for the update.
  9. We thought you'd never ask . . . yes! yes! A thousand times yes!
  10. That's new information for me. Thank you. I'll keep my fingers crossed that it will make it in.
  11. What troubles me is that when designing scenarios I can't give anti-tank weapons to dismounted infantry . If they don't start the scenario in their vehicles, and especially if the scenario doesn't include their vehicles, then no anti-tank weapons at all. I know it's more common for scenarios to have NATO forces as the attackers, and to start the game mounted, but it bothers me that the editor does not permit me to properly design scenarios where NATO troops are on the defensive, or would otherwise start the game dismounted (such as in difficult terrain). I would like to be able to have troops "acquire" weapons when placing them in the editor. (The vehicles could be deleted later if desired by the scenario designer).
  12. Nice! I tried to hit "submit reply", but learned that a message must contain at least 10 characters. There, that should do it. . .
  13. I'm concerned about whether the infantry in CMBN will be helpless if they run out of specific anti-tank assets. Do infantry in CMBN have any way to fight armor absent dedicated anti-tank weapons? In CMBO/BB/AK there was the ability to mob armor if it came too close to infantry, although of course that was abstracted. (It would show the infantry tossing grenades, and the explanation we were given was that it represented a close assault by one or more members of the squad.) It had the (to my mind realistic) virtue of forcing armor to treat hostile infantry with at least a little respect, especially in dense terrain. Is there anything similar in CMBN? If not, how will things be handled with, for example, Soviet infantry or early and mid-war incarnations of the game where bazookas/panzerfausts/piats are not a factor? Will armor simply be impervious to enemy infantry?
  14. I'm concerned about whether the German infantry will be helpless if they run out of specific anti-tank assets. Do infantry in CMBN have any way to fight armor absent dedicated anti-tank weapons? In CMBO/BB/AK there was the ability to mob armor if it came too close to infantry, although of course that was abstracted. It had the (to my mind realistic) virtue of forcing armor to treat hostile infantry with at least a little respect, especially in close terrain. Is there anything similar in CMBN? If not, how will things be handled with, for example, Soviet infantry or early and mid-war incarnations of the game where bazookas/panzerfausts/piats are not a factor? Will armor simply be impervious to enemy infantry?
  15. I'm curious as well. Anybody have an idea?
  16. Bumping for the above thought. It's troublesome that I can't create scenarios with, for example, Dutch or Canadian infantry carrying any anti-tank weapons unless they begin the scenario inside their vehicles. I don't necessarily want them to begin a battle inside G-wagons or whatever, or even to have those vehicles present in the battle at all (such as if they are dealing with a Syrian counter-attack or the terrain is not vehicle friendly). But unless they begin in vehicles, I have no choice by leave them helpless against armor. Does anyone else recognize this as a problem?
  17. Because it uses a Bren style tripod. (a small joke)
  18. I agree, excellent addition to a first-class series. (Oddly perhaps, my favorite addition is the Syrian trucks).
  19. Yes! Syrian trucks! Number one on my wish list since the game came out. Not sexy, but very useful for scenario design. Thank you Battlefront!
  20. I'm having the same problem. Changing the hotkey file on 1.20 is causing the game to crash.
  21. Also, I notice that "Asmar Crossing" is incorrectly filed in the respository as a CMAK scenario, rather than CM:SF. It would be better to have it listed with the other CM:SF scenarios, if anyone knows how to do that (I'm afraid I don't).
×
×
  • Create New...