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Sgt AA

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Everything posted by Sgt AA

  1. "Spanker of the Swedish" ??????????????? :confused: Do I have to worry? :eek:
  2. God points there! Makes me wonder what it takes to be labeled "semihistorical" then? Is it enough to have a proper OoB to the time and theater? Any map will do? I have no intention to complain at the historical scenarios that goes with the game. Just looking for some definitions or what it takes. For me, this game is more like a hobby. I like to do research and learn about history and try to modelling the historical situations. To recreate the situations makes history more alive to me, being able to play them out is a pure bonus. I guess I'm as sick as those people who build small scale railways
  3. Not "so" detailed but perhaps a start: http://www.lexikon-der-wehrmacht.de/Gliederungen/Panzerdivisionen/21PD.htm (Thanks to Joachim (I think it was?) who give me the link to this webbsite in the first place)
  4. Is there anyone who has an idea of where the line goes between them? I mean, how much reality is there need of to dare to name a scenario "Historical"? Has the map to be 100%? :confused: OOB? OK, thats the easier part! "Story"? Not always easy to make the AI to behave.
  5. One bad thing with targeting the minefield is that the squad often empty their ammo as well.
  6. Hi! I never playd CMBO, but I do play BB & AK. It seem to me that these new games is far better and more realistic - even if BO probably has its charm. IMHO it wouldn't be a great effort for BF to release a new CMBO based on e.g. CMAK engine. The equipment and the soldiers is almost already made? Do you think a new game could attract you CMBO player?
  7. Thanks again! I'm reading a book about the TK: Rupert Butler (1985), Hitlers Death's Head Division, Pen & Sword. Any opinion, is it a good one? As a newbe I learned a lot and I liked it, but do anyone has any recommendation about other Totenkopf-reading. I'm very interesting in detailed maps, OOB and anything that can be implemented in a CMBB scenario.
  8. Indeed correct! So the only game I can think of buying for the moment is an improved CMBB.
  9. Thanks a lot! And thanks for the links - very useful! Are they towed to trucks or kubelwagen? I try my luck with another question. I can see that each regiment has a company of IGs attached, but what does they mean with 2+6 and are they towed to SPW 251/1 (3 pl with 2x 75mm IG and 2 SPW each)? What is the "2"? And
  10. Please, can anybody tell me how an "Anti-tank Battalion" was organized at that time? The OOB? The SS-T div. was supposed to have one.
  11. Thanks for fast answer! I run a test (should have done that before postning ). A German truck vs. a w.bunker. If the truck stay on map: germany got -65 points (2.5x truck value). If the truck gets destroyd: Germany got -65 for not exited and russia got +26 for destroying the truck. Anf if I exit the truck: Germany got +65 points.
  12. Hi! Perhaps wrong place for this question, but I hope you dont mind. Does anyone knows how the point calculation works when a scenario has an Exit Zone? I had troops worth 366 points to be exited and the AI gave up. In the AAR I got 951 point for exited troops. Is there always a relationship of 2.6x? If they got KO/KIA will the opponent got these 951 points (or I got -951 and he got 366 for his kill)?
  13. Thanks a lot! I've been struggling with that problem for many years now.
  14. Thanks for your tip, I'm still looking for some better maps, but your useful links helped me a lot, especially about the OOB. Andreas, your link is a goldmine! Luckily, Swedish people can understand 15-20% of the German language, but you inspire me to study that lingo again.
  15. Hi! This little city has (if I'm not wrong) been the subject for fighting in 1941 as well as 1945. I have some idées about making some scenarios about this and has find, to start with, those sites: http://www.fallingrain.com/world/LG/17/Priekule.html http://www.viss.lv/karte.php?xno=48&xlidz=8&yno=190&ylidz=5&ek=1&xp=80&yp=20 It's actually some quite handy sites about Latvia, but I have problems about the size about the city. I can't find anything that tells me how big the pictures/maps is? 1941.06.25 took the 505. IR (colonel Lohmeyer) the town. I assume that it belonged to the 18. army but does anyone know what division? Someone who knows anything about the Russian forces who was in the area at that time?
  16. Hi! I have only played the "Operation Pieper" (German vs. AI), it was really exiting and very fun, but not very difficult to win Not ment to criticise - historical scenarios is just like that sometimes. But I really must say that I admire the maps, they are indeed beautiful! When going down to the ground it feels like I'm actually there.
  17. Hi, First, it's a game and a game should be for fun. I can understand that people prefered balanced scenarios (and ME)for the pure fun. But unfortunalty, I'm a great fan of the historical possibilitys in this game. IRL it's must be bad strategy to attack if you're not sure to win. I guess strategy is mostly about logistics and to masses up secretly. Can it be fair to say that a commander, who hold the line for a certain time or killed eg. 3 enemys for every friendly KIA actually is a winner, even if he lost all his troups? It seems to me that the challenge should not be to win, but to win big enough. Perhaps it's almost impossibly to create such a scenarios - with known outcome - that is interesting enough for making people wanna play them? I guess that a tool might be a fair use of "Axis Bonus". Perhaps there is some scenarios out there who is "unbalanced" but still interesting to play, any suggestions? It would be nice to analyse and to get some ideas how to create such a thing.
  18. Isn't that only possible in CMAK? I mean, to do it after it's already KO. [bTW, what do you mean with "IIRC" ]
  19. Thanks for your answer, it seems to be coherent with my experience. A little surprising that the AI "don't know" where the flags is, unless he didn't spot them! Maybee they have to made it that way unless the AI would have had knowleadge of my troops as well. Perhaps a "big map" ME can work if it's triggered, e.g with a recon sharpshooter (without ammo) in sight of the flags. It's a pitty that it wasn't programmed to, at least, follow and stick to the road until something appears. Good, but sad, to have been aware of another weeknes of the AI.
  20. Hi! Just tried to play a battle with small armed forces on an 6x3 km map (CMAK)- time was 60 turns. Both forces started at their edges of the map and in the middle we had 2 big flags. After 40 minutes I started to wonder where the AI was, so I had to go after him, found him close to the starting-point. He seems to hardly have moved at all and driven all his tank off the road in to some bad terrain in one big lump. When I showed up he seams to start to function, fight back and moved his things in a more logical way. Does the AI need some sort of constant stimuli? Is it impossible for the AI to move his forces 10-15 minuts before he gets combat contact? BTW - could it had make any differents if I had set the battle as an "AI probe/attack / assault" instead?
  21. Hi! In an other thread I was complaining about the problems to create OP-maps in N-S direction. The problem now seems to be solved with the 1.12 version. I have run a few tests, including scenario maps in N-S, and so far everything seems to work just fine. Thank you Leland!
  22. Hi! Old, but never finished story. ********************************************* Changes in 1.11 (released 28 April 2005) * fixed a bug that could cause internal data corruption (resulting in a variety of symptoms, including the map being displayed as all white) tied to an internal directory path variable. * fixed a couple of bugs in operation map export logic. This required the addition of a second operation map menu choice in the Options menu. For proper export of operations maps, you must specify whether the operation is oriented east-west or north-south (this setting corresponds to the "Attacker direction" setting in the CM Operation Parameters screen). ********************************************** L.Tankersley Member Member # 1075 posted 2005-06-05 16:24 ------------------------------------------------- Well, I tried exporting it and there's definitely something wrong somewhere. The most glaring problem is the height of the exported map: 4920 meters vice 4000. I'll try to dig into that and see what's going on. -------------------- Leland J. Tankersley ************************************************* Perhaps it's fixed already?
  23. I agree! We own Leland a lot! But is the 1.12 version taking care of the problem with 6x4 km OP-maps in N-S directions?
  24. Thanks for your answers! And thats leads to the conclusion that it's better to press "D" before you put e.g. a gun in a trench. I assume there is better protection in a trench then in a foxhole. But what about houses, sounds like they should remain in "foxhole mod" there?
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