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GerryCMBB

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Posts posted by GerryCMBB

  1. Hello:

    No campaigns, just PBEM.

    Am I right in thinking that I am pushing troops too hard? How do players avoid this, IOW would a rest of 5 minutes make a big difference? It cannot change their Broken status right, but they would be rested. I assume performance such as accuracy in shooting depends on whether tired or not and whether OK versus rattled, etc.

    Gerry

  2. Just a thought on this idea. This is what one does in ASL campaigns. You buy forces for every scenario of the campaign but you also have to manually track who survives a CG date so you can carry them forward. Admittedly a bit easier there as you had squads and half-squads, not individual soldiers. Even those some unit states required more dinking.

    You are trusting each other so if that worked in one game system I think it could work here. And it looks like that AAR mod would make the accounting easier?

    Gerry

    If you have someone who play you can trust, one thing that can work would be that:

    1) The campaign author releases the campaign unbaked, accompanied by a small guide telling the players which battle outcomes influence which others

    2) The players carry over losses, manually from scenario to scenario. It's a pain, but being just one the battle involved each time, it might be doable.

  3. Hello Paper Tiger:

    While I probably did a bit of a rant, my questions are more about understanding what is going on in the game and/or scenario I am playing. This helps me enjoy the game a lot more. (Was I supposed to exit the heavy weapons btw.). I am still enjoying the scenario and trying to learn as much as I can about the game. The game can be so immersive at times. Some of my troops running to save themselves and I am glued to the screen almost praying they will make it to safety.

    While I am not a playtester, I appreciate the massive amount of work that goes into it. As players we just play a scenario once say. And that takes a lot of time! So kudos to all designers and playtesters for their contribution to the game. My preference would be to opt for clear objectives as the mission usually challenges us enough when we know what we are supposed to be doing.

    Thanks,

    Gerry

    Back again. There's not much more I can say about this. I finished it off for another tester after I finished work on Montebourg. The EXIT zone was my addition, which I put in for the reasons I explained above, as were the AI plans. But other than to record the equipment changes in the OBs I made, I left the original briefings in the mission. (I HATE writing briefings!) So, the omission of the hidden EXIT location in the briefing slipped by. My bad and I'm sorry if it has spoiled your fun! My focus in the time we had remaining was on making the mission playable and testing the new AI plans (a HUGE amount of work as there are 5 German plans and 3 US plans all had to be tested by me alone with no help from anyone). I am far more rigorous when I'm designing my own mission though...
  4. Hello:

    Just wondering how it would work then. Is it a case of Broken/Panic units are near the edge so they take off running and thus head off the map? And in this case they wouldn't count against me for casualties?

    But I couldn't purposely exit them? The TacAI is choosing to do the force preservation?

    Thanks to all for your help,

    Gerry

    I'm going to hazard a guess and say that he's playing 'Buying the Farm' as the German side. It has a very small map and a time limit to match. There is a one-line exit zone at the back of the German position to allow those broken or routing German units from piling up against the east board edge awaiting slaughter by advancing US forces. I HATED seeing that happen when I was playtesting this mission.
  5. I am sorry. I guess experienced players would get this in the briefing. I didn't and couldn't see there were exit exits, obviously as they are hidden.

    Problem is I have spent time on this and now it's maybe hopeless. I think there is nothing wrong with designers spelling things out. It is a briefing after all. Of course, they can choose to do what they like. But for a starting player with one of the stock missions, it is very frustrating.

    Gerry

    That sounds like, maybe, you have to exit your heavy wpns. Unless you don't.
  6. I would vote for this too.

    I "complained" about scenario length in another thread. Now I am wondering if scenario length is set so long to give more time to RT players. Someone in the know maybe can tell us.

    Thanks,

    Gerry

    Perhaps scenario designers should make two versions. Should a player really decide how much extra time he needs to complete a mission? Kinda goes against the spirit of the game.
  7. Hello Jon:

    Yes, the green arrows showed up.

    Looking at the briefing again it said to hold the Amis for as long as possible, kill his armor, and protect your heavy weapons.

    I must say I really dislike the idea of hidden exit zones. If troops exit are they exempt from the casualty counts?

    Thanks,

    Gerry

    Did the little arrows show up, so that you definately know they exited?

    If so, my guess is that the exit zones were hidden. Re-read the briefing carefully for clues.

  8. Hello:

    Seems that a lot of scenarios are in the 45 - 60 minute range. This seems to me to really benefit the attacker as they do not need to rush. They use infantry to find the heavy weapons/AFVs, call in artillery, lather-rinse-repeat.

    This may be historic but I think the battles should have a shorter timeframe to give the defender better chances - 60 minutes is an awful lot of turns to hold out for.

    I am obviously not a great player, being new to the system. Just wondering am I way off base in my thinking?

    Thanks,

    Gerry

  9. Hello All:

    I do not want to hijack the "Bone" thread so I am reposting here. Here is what I asked:

    "What I would like to know is if the modules will showcase artillery so much. I know it was important in Normandy. Was it the same elsewhere in the western front, all you well-read gentlemen?"

    It seems to me that artillery does most of the killing and in a way that takes some fun out of the game for me. I realize that I could play a different game but there are many things in CMBN to like. So in the interest of enjoying it more, maybe some experienced players can help me combat artillery. So far I have been murdered in bocage country and hammered in houses. I have to put my units somewhere and it must make tactical sense. Spreading out is important. FH and trenches too I guess? Anything else.

    When those big guns go on a tear they bring down the houses literally. (This is interesting of course after seeing the discussion about houses being magnets.)

    Gerry

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