Jump to content

Blah Blah Blah

Members
  • Posts

    134
  • Joined

  • Last visited

    Never

Everything posted by Blah Blah Blah

  1. Whilst cover arcs help they are a pain to do for a battalion and a halve. They also can be detrimental in allowing an easy kill go by because it is out of the cover arc. Speaking of a lot of management clicking, I had to buy a new Cordless Desktop to continue playing this game as the others mouse was smaller and I got hand and wrist cramps.
  2. It would seem from the reply's, and the little that I know that troops carried enough ammo and could control themselves for an extended battle of 20+ minutes as compared to the 2-5 minutes in CMAK. This is as I mention in another thread a greater issue for the Germans where their ammo count low compared to that of the allies, a lot of units at 25, 29 to a few at 39 and 1 rifle unit (?) at 50. The yanks are 60+.
  3. Micheal, I am not speaking of the men going onto another fight (that part would be controlled by the battle condition of the men), but that they cannot continue with the current fight as they have run out of ammo sometimes within 2 minutes. This is a greater issue playing the Germans with the low ammo counts compared to the other forces. I feel that the close combat uses excessive ammo. Which makes attacking in close range a non viable option. I am not sure that it is possible to fight a small close battle in this game. Though I am alawys willing to listen and learn.
  4. I have seen that my ammo can be gone in less than 5 minutes, is this a little excessive? Not for the game, but for a realistic standpoint. Should the rate of ammo expenditure in close combat be toned down? I just see a game ending real quick when things get personal!
  5. Need some input regarding playing the Germans because of the very low ammo counts compared to the very generous amount of the yanks etc. A lot of the German units are very low, 25 and some are around 39-41. A see a lot of the yanks are around 62 etc. How does this work out in battle. Is it as clear cut that 62 is 23 more than 39? Will I end up with no ammo so much quicker than the yanks? Or is it a little more complicated than 62 - 39 = 23?
  6. @ Sailor Malan, I think you may have missed my point... What I am saying I have experienced many a time where I have asked a mechanised unit to go from A to B and have the AI make a royal screw up of it. So instead of just saying go from point A to point B, which is all along a road with the odd turn etc, I map the points along the road from the same point A to the same point B. So the end result is the same, go from point A to point B. Except when I plot the course in detail I get massive time delays. Many a time I have seen one out of two or three units get stuck (on some invisable magnet?), go off on it's own very unique path compared to the other two. As a result I feel the need to baby sit the units, as if I don't I am likley to loose a unit or have it no where where I asked it, and not arriving when the other unit/s do. So to recap, it is not the first delay that I am complaining about, it is simply to plot the same course in detail I may end up with an additional 3 minute delay.
  7. @ Bone_Vulture, 1. The journey was all road 2. Yes, very, very heart breaking to see 3. Yes we had done ALL of that old Chap. So back to the beginning I asked the convoy, to move from A to B along the road. I made sure to ensure that each following truck had a longer time delay. The competing foot powered troops were - moving - through open ground and pine trees. More pine trees than open ground. The trucks just beat the troops on foot. Apart from the long time delay because I dared plot the course, they seemed to sit there forever doing nothing. @ flamingknives, Yes the trucks were stacked to the rafters full of medium machine guns! However, that does not explain why the trucks arrived less than 1 minute before the foot soldiers.
  8. I missed something important I am sure... I setup 8 trucks in a convoy, loaded them up and said go here young brave men! Well, the troops on foot arrived at the same time, thus I wasted 200 points. Any clarification on why the trucks seem to take so long etc? The trucks were normal. Apart from the long time delays for daring to plot the course, there still seems to be something amiss.
  9. I feel that the delay times when I map out a long path for a unit are too high due to the lack of suitable pathfinding by AI. Simply put, if I say to the unit go from A to B, and the road in long and windy, the AI pathfinding quit often does a very poor job. Sometime a shocker! As such I am forced to plot the course along the road making sure the unit stays on it etc. When I do this I get a massive delay penalty, that I feel is unjustified. Especially since I am normaly saying follow this road to here. I also don't want to have to baby sit the unit every move. Any contructive input appreciated.
  10. I wish to bring up the topic of a detailed unit list. I would like to populate the map that I designed, but it is painfull and difficult. Does BF have any plans in the near future to deliver a detailed unit guide, for the various infantry groups, support weapons and vehicles?
  11. Sergei, The editor on 'dynamic flags' has a second option that says 'dynamic' or 'chosen by attacker', dynamic' is random. Dynamic flags in a quick battle meeting engagement is great! It enables two players to play the same map many times (having in the case of the editor 4) different victory flags. Of course the 'dynamic flags' in a great quick battle meeting engagement, if the map is well designed is great when some of what you bought is not 100% suited to where the flags falls on that day.
  12. Yes Michael the only flag that is selected is the first flag placed on the map by the player when creating the map. I wish they had more dynamic flags available, that is after they fix them.
  13. What is nearly as annoying is the 45 second time delay because you asked the men to follow the road. I set my men up on the 3 roads leading to where I wanted to go, did a goup move to see the reult, not pretty. What was worse is the AT gun actually took a path that was back and to the left into the rough terrain instead of the road. Oh Well
  14. I have only played one scenario with enemy CAS, and the flak has never done anything. Playing 'The Creek' both against the AI and a mate (well, I haven't really told him yet... ) I ensured that I positioned the flak vehicles in wide open spaces. Several times they have been reasonably close to the vehicle that has been destroyed. Yet even on the 2nd and 3rd passes nothing.
  15. Gameplanet (New Zealand) Ups: Some neat dust features and some good additions to the order menu. There are NEW ZEALAND units!!! A good selection of scenarios including Crete and Italy. Downs: Some NZ units not included and voices not really of a NZ flavour. Notable omission of both the Maori Battalion and the Indian Unit skins. Graphics are functional but now dated. Bottom Line: A worthy addition to the Combat Mission series with new tile sets and new units. By far the best computer wargame available today. If you are a wargamer and you don't buy this game you should be deported!
  16. No problems with them making a profit. I hope that in furture they offer the choice of purchasing a real manual and guide at the time of the game purchase. Whilst I am asking, how about the manual without the massive printing costs because of the border.....
  17. :eek: what a list! Top show Chris. I cannot fathom Battlefront not comming up with these player utilities making to make the game more accessable. Still trying to digest Chris's information, but I am still hoping that BattleFront who has this information and more i.e. average ammo splits of HE vs AP vs HC in addition to the various soldier makups for the many various infantry units, company and battalions and more i.e. 10 or 8 men, the ammo counts etc will put together a PDF file with pretty pictures (of the unit/s of course ) Thanks for the link.
  18. I cannot express how hard it is for a newbie not having a unit list with picture and specs along with ammo counts, especially regarding the creation of quick battles. Could you be kind enough to supply a PDF file with this information?
  19. As a newbie I may be speaking out of my ---- mouth you were going to say? I already prefer battles that are 40+ turns even as a single player. Battles that do not end before they start so to speak. I can think of nothing more gamey than not having enough time to complete the mission objectively. This was reinforced when having my first game against another player, I was frustratingly robbed of victory due to the 'end' of the turns arriving before the men could seize control of the flag, men which were arriving via the flank and were only 200 hundred metres away. This sudden stop does not enhance game play, and inhibits tactics due to one must get there quick. I cannot comment on a campaign as I have not yet played one. A bit much for a newbie to tackle this early in his career.
  20. Thankyou very much for the link, it is a very good setup. I for the life of me cannot understand why such a unit list is not available so that the game can be many fold more accessable for the new player. After all, you can only play the set pieces so many times before you game it. The quick battles look to be a great way to play a good battle field many times over and yet still be 'fresh'. Yet it will take so much time to test setups that it will be forever to get to a game. Here is hoping that Battlefront will read this and publish a unit list with picture and specs along with ammo counts... Pretty please...
  21. Is there any list/s that would enable us newbies to make our own quickbattle picks a tad easier. A list that explains what is what. I see the small description below when you hover over the choice but that does not go very far. But a pretty list with pictures and details would be really welcome.
  22. Well that solves that I guess... or maybe not Thanks.
×
×
  • Create New...