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GerryCMBB

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Posts posted by GerryCMBB

  1. I understand. But wouldn't the AT-team already have some AT weapon? So might it not be better to have another team get the Baz? Or is it a case of the AT-team would have special training?

    Do Baz have effects against Infantry in the open? I think that they can only affect Infantry hiding behind structures (walls, bocage, ..)

    Thanks,

    Gerry

  2. Thanks for all the explanations. Really appreciated. I searched the manual for mount/enter and I couldn't find anything. (I could see the Dismount as I said). I understand what you are saying Michael and believe it or not I am trying. I set up a QB with a Jeep loaded with stuff. However there is no way I could have figured out the hovering about the Jeep/icon thing.

    I am making one last attempt to get into a computer wargame. Hence the slew of questions now. I have started my first PBEM and that adds a lot to the game.

    Gery

  3. Thanks. I think I am getting it now. At least I could add extra movement orders. When you want to stack commands on a waypoint, you click the line as above and then just add the commands (let's say Pause, Deploy, Face). You don't have to click/unclick anything in between?

    Gerry

  4. Thanks. I can now go in and out of the building with waypoints but I cannot stack commands properly.

    I give a Quick order into Level 1 of building. I want to add a Pause. So I left-click the line/dot and it gets bigger. Then I add the 15 sec pause. All good so far I think. But when I then want to have them Hunt upstairs, I click Hunt but it doesn't allow me to set a new waypoint upstairs; instead it changes the original Quick move to the Hunt move.

    Obviously I am missing something.

    Gerry

  5. Hello:

    I am able to have multiple different movement types (Quick, ...) in a series of waypoints, except when I enter a building. After selecting a level I cannot seem to extend the movement with another waypoint (I can add a Face command OK, just not another movement command).

    Second question, ignoring buildings - Also, in page 28 of the manual, it says that left-clicking the movement line turns the white ball into a pyramid. I just see a white enlarged ball (no jokes please). Why don't I see the pyramid?

    Thanks in advance,

    Gerry

  6. Thanks. Unfortunately I don't have CMBB (hence my desire to change my stupid username but it was not something they could do).

    I know there were spreadsheets going around from CMBO days. Maybe they just had data for Tanks and Guns?

    Gerry

    If you have CMBO fire it up and take a look in the editor. You can select German and US squads and by clicking on the squads in the editor map you can see the firepower of US and German squads at different distances along with the arms of each squad. Whether BF follows this exactly in CMBN is another question but it will give you an idea of the make up and firepower of each squad.
  7. Hello:

    I am having awful trouble timing the artillery, especially the 105mms. The map is fairly flat so it takes a long time to get an observer close to the village. Then the 105s take 7 minutes before they start. In fact it seemed longer as they only seemed to fire a single spotting round for a few turns. Does that seem right? So one side of my advance is just held up waiting for all this to happen.

    Any tips?

    Thanks in advance,

    Gerry

  8. Hello Again:

    Really want to get into this game. As you can see from my other thread I was struggling with tanks. Another thing that bothers me in a scenario like Chance Encounter is the number of units to manage (I think it is 3 platoons each with 3 squads, schrek and MG teams plus many officers). Especially in the early stages when you are just moving to contact are there any tips for reducing the click fest? For example, is it ever reasonable to give a platoon, maybe minus the leadsers and special teams, a hunt command. If OK how to do this? I think double-clicking a platoon headquarters selects all units. Can you then deselect some from that group?

    You are probably laughing at me as this is probably a small scenario!?

    Any help appreciated.

    Gerry

  9. Hello:

    I thought the tanks would go in just behind the infantry to support them. But the ideas here seem to say hold off to do the scouting. So could that take up to say .25 of scenario time before you move up the tanks. Or even longer? I guess I am asking how patient are most strong players in terms of waiting.

    Against a human player I suppose the defender counters this by holding fire with his tanks. A game of cat and mouse?

    In terms of smoke, I assume you have to lay it down before you go over that ridge. Otherwise it would just be too late as a set defender seems to get a few quick shots.

    Thanks again for the tips.

    Gerry

  10. Hello:

    Would appreciate any advice. Really struggling with tank combat. Trying Chance Encounter v2 and in the first encounter with the enemy, one StuG is destroyed and another has the main gun destroyed. Out of 3 tanks. The feeling is worse as tank combat is so binary. If infantry is hit, you might lose a man or two, rarely the whole squad at one time.

    With this mission it seemed that one Sherman had a good position and when you move your tanks over a ridge he will have the first shot. How do you combat that?

    Thanks,

    Gerry

  11. Unsure about a few things.

    1. If you give a unit a Hide command and then a Covered Arc will they fire as soon as something enters arc? It seemed, in a recent scenario, that happened sometimes but in other cases the units kept hiding as something entered the arc.

    2. Some German Rifle squads have AT Grenades. I assume these are thrown like other grenades? How effective are they?

    3. Can infantry assault a tank and if so are there prerequisites? For example, do they have to have AT Grenades or regular grenades? How close should they be before an assault command would have a chance of working?

    Thanks in advance,

    Gerry

  12. First, thanks for the responses. We could take this argument the other way; what not have missions 500 mins long then?

    I want closure on something relatively soon; this is why I would like to see more shorter scenarios. I have a plan for a scenario and would like to see how it works out. I play slow I think so that is part of it too.

    (I am not a person that needs immediate gratification. I have played a game system in the past where it took over 2 years to see the result.)

    Gerry

    I have to say I'm a bit puzzled as to the specific appeal of short missions. If you've got h hours per week to play, why does it matter whether it's n 40 minute missions rather than 2n 20 minute missions? It's not like you can't stop what you're doing at any moment in the course of the game...
  13. Hello:

    This is my first CM game and I am surprised many/most missions are so long. Does CMx2 force this in some way? It really takes some time to play a 40 min mission, not to mention the longer ones.

    Anyways I hope shorter scenarios, say 20 mins., will become more frequent. Any designers thinking this way?

    Thanks,

    Gerry

  14. Hello:

    Only have one mod so far - Bil H's gridded terrain mod. I have it in the Z folder and it works fine. But I notice it comprises 6 distinct bmp files. Is there a way to package those into one file?

    I ask as if I later add other mods and they are also separate files, it would seem hard to remove one. Probably missing something simple.

    Thanks to all modders.

    Gerry

  15. Hello Marco:

    Great. I assume I will use the same link for the updated file, i.e. you are not talking about it being uploaded to the Repository or somewhere else.

    Thanks again,

    Gerry

    The first blue box with 75mm in it ( A8 ) controls the entire spreadsheet. Change that to whatever calibre you want to check against.

    You might want to re-download the spreadsheet. I changed it this morning to correct a few errors.

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