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Chelco

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Everything posted by Chelco

  1. Man, I would play such a thing! I wonder how much troops the game can handle, though.
  2. Awesome and very engaging writing there Craig. Kudos.
  3. I understand and I agree. It would have been confusing then. In retrospective, what is confusing now is that you said the game was very good. You mentioned something about "being sucked in by the gameplay" and CMSF being "classic CM", IIRC. Coming from an "old guard" CMer, your feedback got stuck in my memory. Anyway, all said with the best intentions. Pre-release excitement is one of the greatest things if a game comes out as good as CMSF. Let's say I agree with your pre-release posts and not with the more recent ones. All the best,
  4. @ Dorosh: you have betaed the game, thereby you had a first hand of these "problems" since a long time ago. You kept this issues for yourself before release because of the NDA? Don't take me wrong, I am not looking for an argument or calling you a liar. But your posts back before release didn't reflect any type of the issues you are posting now.
  5. I agree with Thomm, that came out a bit offensive. I have a question for Dorosh: you have betaed the game, thereby you had a first hand of these "problems" since a long time ago. You kept this issues for yourself before release because of the NDA? Don't take me wrong, I am not looking for an argument or calling you a liar. But your posts back before release didn't reflect any type of the issues you are posting now.
  6. Another "that was cool" thing: The ability to play a satisfying tactical scenario with way less clicking than before, all in one sitting thanks to real time. A thankful busy parent.
  7. I had a Bradley firing through a small tree line and one of the rounds impacted in an individual tree. In RL the round would have cut the tree (didn't happen in the game) but nonetheless it was a "how cool is that" moment. Honorable mentions: 1) how easy to use is the new in game interface (commands); 2) how well designed is the interface for the scenario editor 3) how easy is to create map elevations
  8. The Louch, Awesome job. You da man! Thanks for doing this.
  9. Hi OG, I haven't played that one yet. Is it Stryker infantry?
  10. Thanks The Louch! @Bradley Dick: Wow! First hand experience! I appreciate your feedback. What do you think about the in-game survivability of the Bradley against RPG fire? Is it correct to expect the crew surviving such a short distance shot as it happened in the AAR?
  11. Hi Londoner, It's a great game. It is more on the side of a military sim actually. I don't want to spam here but I can e-mail you for more details. Very true. Back to the original question and taking into account SturmSebber's reservations, I would say to him don't buy it.
  12. FWIW, I wargame to understand human conflict. When ProSimCo's "The Falklands War" was published I never doubted about buying and playing it. Even when some good friends from my hometown never made it back from the Malvinas/Falklands. For me, the fun of wargaming is not in the simulated loss of human life. The fun for me is the better understanding. Just my two cents,
  13. Thanks Madmatt. I couldn't see your post before my previous one. Great news!
  14. Thanks, I didn't know that the Paradox version included the map. Thanks Curt for the link. Great map! I'm going to use it a lot until I get the "arrows and icons" map. The reason I want to have the strategic map is to see the fictional story behind the game from the operational point of view. I know it doesn't matter too much game-wise. I'm just curious. BTW, who created the war plan?
  15. Ey Bil! Nice to see you around here. Thanks for the feedback. RE: area fire instead of arcs, agree. One of the things I have to change too is to use fire teams instead of squads. A few posts above I was complaining about the high amount of potential targets and the poor amount of units to suppress each of them. Using fire teams instead of whole squads seems to be the key. RE: smoke, agree. Regretably I spent too much smoke canisters from the Bradleys in phase one. I failed to use the smoke assets from the infantry though. Don't educate me too much Bil, all may come against you when we PBEM.
  16. Indeed. We were left guessing about what the hell was that shipping about. Anyway, good news!
  17. I pre-ordered the regular version and now I want the strategic map. I guess the only option I have is to buy an extra deluxe version? Battlefront, will be there a printout of maps for sale sometime in the future? If this has been addressed in the past, I apologize for the spam.
  18. Hi Yair Iny. Yes, off course. Will do when I get home. Do you mind the non-existent victory conditions, setup zones, the lack of briefing, lack of objectives and the fact that you can only play as blue?
  19. Hi, I've got an e-mail from a certain KEA group. Could it be?
  20. Well, my kido refuses to fall asleep ... BTW Jason, I don't want you to think that I stubbornly defend what I did. My AAR was not intended as a display of tactical flair but to stimulate a discussion like this one. When I lost my Brad, I just bumped into an RPG trap. 3rd Sqd was literally across the street and they couldn't spot them. I don't know if it's realistic or not, but the bloody bastards poped out just in time for the armor kill. I was going to post the following nugget at the beginning of this scenario, but after some thought I decided it would be a bit too pretentious. Nonetheless, I must confess that parts of the inspiration to assemble this scenario comes from this document.
  21. JasonC, I appreciate your feedback. Keep it coming. As for the scenario having "tactical nonsense", point well taken. Will do better next time! What you say makes perfect sense. Still I am a bit reluctant to embrace your tactics of fire teams acting as spotters. I tell you, in this scenario as soon as a fire team makes contact, they are in deep caca. They won't survive that initial contact even if they are in a building. At least that's my poor experience. I have to think in the rest of your points. Thanks, Good night.
  22. @KNac: thank you. I played it in RT, with off course lots of pausing. @JasonC: Thanks for the feedback. I agree that if the first phase would have failed, the whole thing would have come to a standstill. But there is something I don't understand from your idea: you propose to engage bldgs 46 and 31 from the west with IFVs? For vehicles, there is no way out from the Plt assembly area but the kill zone of the ATGMs. I made the map very small a bit on purpose to challenge myself with that constraint. I love your idea of, as in close quarters combat inside buildings, "slicing the pie". Looking forward to try that. That's perfect. You rightly mention combined arms asymetry, but so far as you may have realized I find it very difficult to do anything with my dismounts if there is not a Brad providing fire support. Cheers,
  23. Me too! Great idea! P/S: This discussion maybe belongs to other forum? Like the CMx1 forums?
  24. And the scenario ends just two minutes short of the time limit. I will not show you the whole victory screen because I have to tweak the victory conditions to something that makes sense. So here is the body count.
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