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GerryCMBB

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Everything posted by GerryCMBB

  1. Just tried it in the Vierville scenario twice and in both cases I blew out the side wall (both times on RHS), not the wall they were facing when I issued the Blast command. This is a set of building with weirdness though (in one location a unit goes through what looks like a solid wall between buildings). So maybe that is the problem. Problem could also be yours truly. Thanks, Gerry
  2. Yes, the problem I am having is when I am in a building and want to blast an adjoining wall and want to stay on the same side. Thanks, Gerry
  3. Hello: I tried just clicking Blast but it expects you to have a waypoint. Seems like there should be some way to blast but stay on the same side of the wall!? Thanks, Gerry
  4. Thanks for the tip. I would never have looked there. So many mods to try! I know it is heresy but I haven't got to Aris's mods yet. Gerry
  5. Thanks Mord. The bases seem to be easier to see in the forest areas especially. Gerry
  6. Hello: Is there a mod that makes the color of the bases a bit deeper (I have a hard time seeing them in forest terrain)? Would also like the bases to be smaller. Any such mod? Thanks, Gerry
  7. I really like the idea of indicating the floor they are on. Gerry
  8. Hello All: Have trouble seeing where units are in the modular buildings - that's what I think they are called. They look like row-houses. If you have tips for seeing in and moving around in these buildings I would appreciate it. Also a few questions: 1) I know how to blast bocage and stay on the same side (recent thread on this). But I don't know how to do this in one of these modular buildings, i.e. blast the connecting wall but stay on the same side. When I try to blast an adjacent tile, the waypoint goes to the center of the floor. 2. The only way I can see to get a unit to enter a building and go to a particular wall is to enter the building (and the waypoint is the center of the floor then) and then to issue a face command. Is that correct? Thanks in advance, Gerry
  9. Thanks for your reply. I cannot see times for the American table. I see it for the German tables. Gerry
  10. Appreciate any charts but I am still wondering is there a way to know of the mismatch (difference in level between the observer and the asset) before we actually call in the artillery. This mismatch seems to greatly affect arrival times for the artillery. Thanks, Gerry
  11. Another question. I looked at the Briefing but I think they do not list the level of the asset? If so, does that mean you don't know what the matchup will be like until you call in the artillery and the UI displays that Matchup icon? Thanks, Gerry
  12. Hello Vin: Yes I would like to try your variation if you don't mind sharing. Thanks very much. I haven't used many mods yet but it's time I started. Gerry
  13. Are Wolf's icons available at the Repository? And yours are not available I take it? Thanks, Gerry
  14. Sergei, would you perchance be thinking of the Bikini Team!?
  15. Yes, it seems one spotting round comes down per minute. The HQ unit is safe and hasn't moved since they called it in. Are you asking if they have LOS to the spotting round? Then that might be a problem for a few of the rounds, but for sure some spotting rounds have come down in LOS. Unless they fell asleep like Medex! Gerry
  16. Hello All: 1. On page 103, under the Matchup section, they mention a yellow square as being average. On my screen I see a yellow triangle so I assume the manual should say yellow triangle? 2. I have my Company HQ trying to call in that 105mm Howitzer that is showing that yellow triangle above. Why is it only an average match? 3. It's taking forever, playing Warrior level, to get it to come in. Going on 20 mins. I assume this is because of the matchup? 4. In relation to 3) above, the FFE is about to start ( 2 mins away) but for the last few minutes I hear "Fire for effect". Why would they say that for minutes when it's not close to starting? I thought this was only said when it would start firing the next turn. Thanks in advance, Gerry
  17. Hello: You mentioned brightening the screen. Is this some setting inside CMBN so that when you exit, the brightness defaults back to the desktop setting? Thanks, Gerry
  18. I have seen other wall oddities. Playing the attacking Amis in Vierville and entering the long row of modular (?) buildings. Some of my units went into one of the buildings that had a door (but the graphics shows them going through the wall part). But then they continue onto through a wooden wall into the attached building. No doors there that I could see. Is that "attached building" just another room? They look like farm buildings. It makes it very hard to plan tactics when you are not sure how they will traverse these buildings. Any tips? Thanks, Gerry
  19. Here is a thread that discussed the product families and modules: http://www.battlefront.com/community/showthread.php?t=95267&highlight=sequoia+bagration Gerry
  20. I thought the Fallschirmjaeger were the high quality German paratroopers in Normandy but the Luftwaffe here were units that were forced into an infantry role? And not such a high quality? The Fallschirmjaeger are supposed to be in this module I think. Gerry
  21. I think it is the nature of the beast. We wouldn't be so into these very detailed games if we didn't love the detail. So give us a list and we will soon tear into it. Gerry
  22. Yes. Despite my username, I never played the CM1 series so I have a lot to look forward to. And it seems that I am a slow player so I have seen very little of CMBN yet! Mostly played infantry so far. Gerry
  23. Yes, I meant the carrier Wasp. I had fun with it many years ago in the ASL Historical Module "Operation Veritable". Funny, I hadn't realized there was a German Wespe. So I learned something new today. Not hard when I know so little compared to the grogs on here. Gerry
  24. Mord said this in the other thread: "Great news! And the "can't tell you everything yet" part leaves a lot open for day dreaming and surprises." Gerry
  25. Hello All: I assume the Crocodile and Wasp are not included as they are not yet ready to cover fire in the game? Or maybe the Wasp wasn't around till a later module. Thanks, Gerry
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