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Fredrock1957

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Posts posted by Fredrock1957

  1. Ok, I have placed an updated version of the scenario (Ver. 2) I have been working on the past couple days, including some modification suggested by the playtesters (AGAIN Thanx for your inputs) (goto website link below)...

    I have tighten the vps for the blue and given the red more options at gaining points. Addtions to the red force and modified the 3 'Plans' they use. Subtracted from the blue force and delayed some of the reinforcement timetables. Also increased the abilities and ammo loads on some units on the red force.

    I just finsihed a game where I played Blue vs AI in author mode and the battle seems to be a bit tougher from the Blue side and with tighter victory conditions you could come close to succeeding in the mission but could lose based upon loses...

    Any additional feedback would be appreciated...

  2. Poor BFC just keeps stumbling along making wargames. Honestly, I have no idea why BFC continues to compete against such cracker jack games like.... like.... what the hell were those games names again? Yeah, legendary games to be sure.

    :) Right now... BFC is stumbling so far out in front of the others, that they don't have to look back... Those other games are just Legends in their own mind!!!

    I have PC:K.... IMHO... "IT SUCKS"

    I have been using the CMx2 engine for a couple years... and it just keeps getting better...

    And I don't know who mad the comment about CMBB not running on newer hardware, but CMBB runs on Win7 64bit without any problems for me... (though I am thinking of gettin some kind of killer rig for CM:BN and beyond)

  3. Thank you for the comments/input toxic.zen

    One of the things I have been working on is tweeks to 2 of the Red Team Plans. I found one is halfway decent but the other two are quite easy. I am also thinking of modifying the VPS's making it tougher on the Blue side. My goal is to create something that seems successful from the Blue side but based upon victory conditions (VPS) make it quite challanging.

    Again thanks for the feedback, I am waiting on some more and then I will make some changes and post up version 2 for some tests....

  4. I have a scenario that requires some playtesting... it is designed as a WEGO with the ability to play 'either vs AI' or H2H. Name is "Clear the Way" and is about US Reconnaissance Forces clearing a transportation route of rebels on a highway north of the town of Joubb Aabbas.

    Size-Medium, 55 minutes - Dawn (early)

    cleartheway.jpg

    You can find it at the link below for my Combat Mission Site.

    I appreciate any input... thanx

  5. I would have to dig out the issue of WWII Magazine (I believe it was Aug 2002) that had an ad for CMBO in it. I then did some research on-line, purchased CMBO (was immediately hooked) Then got CMBB and haven’t looked back. In fact I still go back and play some CMBO once in a while. I have tried to go back and do some of the old S&T games (I’m especially fond of Combat Command and Sniper) but alas the counters just don't do it anymore, gosh I wish they had CMBO back in 1972.

    Bring on CM:BN

  6. I have to admit that all this information on the PzIV and M4, plus the balistic information is great... I do find myself laughing that a 4 minute slice in 'time' has caused this conversation... Thats why this group of guys are the best... But still 4 minutes.... I don't think Steve or Moon or anyone is sweating about the nature of this... Lets face it, BF produces the finest in wargames... now after 200-300 games if all the CM-ites are screaming the PzIV is not right then there might be a problem...

    In CMAK I found that the PzIV was a really decent unit at ranges of 800-1200 meters... inside 700 meters and facing a 75mm it always seemed less effective with its defense less veniable.

    Keep the conversations going it is very enlightening and awesome... and speaking of awesome... I can't wait for Bil's next update on the battle.... maybe there will be 5 Shermans KIA :)

  7. On the TC front, I would think that in an ambush situation with say a bazooka vs a PzIV that a commander unbuttoned would have a tough time with a burp gun at say 35 meters while the tank is moving and bouncing... Don't forget the Zook man has one shot first (the ambush) and I would think a couple more without to much accurate lead coming his way... Add infantry and the TC would be dead before he could aim at a target... I don't think any TC would explore terrain that could be ambush friendly without friendly two legged support... Unless his mission was sooooo important... remember self-preservation....

    And to Bil keep up the great work on the AAR, I think you got a lot of drooling CM-ites watching... :)

  8. Just Awesome... The Gaming World will be taken by storm...lol

    I find myself reloading the CM:BN main page until I get the 'running banner' for CM:BN and then I can watch/identify the vehicles coming over the hill and down the road... I have to stop once in a while to wipe the drool from my mouth.... I hope this is released soon... my sleep patterns are starting to get disrupted in anticipation...:)

    To all working on CM:BN - KEEP UP THE GREAT WORK

    That is all...

    -FR

  9. Having played all the CMx1 games and now I have played CM:SF for the last 20 months. My personal feelings are the CMx2 game engine is just awesome. Modern Combat is not really my favorite, but with the additional features added to CM:BN that I have read about, and the WWII era. This game will rock. For those who haven't tried the CMx2 engine but enjoyed CMx1, I say download a copy of CM:SF Demo and start brusing up on the interface.

    All I am hoping is the editor in CM:BN uses the same interface as CM:SF with the additional features I have heard of: Water, Hedgerows, Bridges, etc....

    Tune it up and bring it on, I cant wait for the release.

    That is all...

    -FR

  10. The whole game is itself one giant combined arms combat tutorial. You learn the hard way how not to patrol down a street, then you learn by experimentation how to patrol down a street. :)

    Thats the nail right on the head, and that is what will make the game great.... The best part is you can develop your own strategies that "may" or "may not work" depending on your opponent. Just like in real life.

    A well versed manual would be very helpful, but the best way to develop your own tactics is PLAY PLAY PLAY and then PLAY again...

    I myself cannot wait for the release...

    That is all...

    -FR

  11. I am working on after a long hiatis Red Beard 1189 which is an Operation Barbarossa style Sie Kommen pack... but I was outta touch for 5 months so I am seeing if some of the designers will jump back on board... IIRC we have 14 scenarios in playtest status... So it will be either an 18 or 24 scenario battle pack... and release date would be towards the new year or first quarter of 2007...

    I am glad you enjoyed Sie Kommen and if you get a chance drop me an email Lt Bull ... its fredrocker@fredrock-racing.com would like to here of your exploits....

    And to the old Red Beard Team... Contact me if you are still interested in persuing this... otherwise I will do it on my own... :eek:

    That is all...

  12. Originally posted by Sivodsi:

    Is there a list of these details for all the scenarios somewhere?

    Have searched without luck so far.

    Send me an E-Mail of what you might be looking for and give me a couple days (as I have started a new job and I am no longer a beer swilling bum) and I will try to get ya the info...

    That is all...

    -FR

  13. Three of us played with these ideas also when designing Sie Kommen's Hell at Waldam Beach scenario... We attempted the first 10 turns more then 100 times during testing...

    ****** POTENTIAL SPOILERS ********

    Our conclusion was to have islands out in the water with many FO's (with reduced ammo loads examples (6) 8 inch FO's with 10-14 rds each, (2) 240mm with 8 rds each, plus (4) 155mm with a total of 140 rds across the board... around turn 4 another (3)105mm with 60 rds each.)... We figured you could cover the whole landing front with big arty for 2-3 minutes, based upon reload... and cover the area with smoke, for 4-5 minutes (Then use the 105 reinforcements as you see fit.. smoke or HE)... Units arrived in shallow fords starting 2 minutes in (representing waves of landing craft)(also we used almost all 20 reinforcment markers keeping units spread out with small Qtys-platoons, 1 or 2 Close support Tanks, etc) and continuing throughout the scenario... and the units where reduced to 60-70% strength, down on ammo, many shaken or pinned upon arrival... (this reflected casualties recieved while in the boats...)...

    All in all it seemed to work out pretty well based upon feedback... but if you dont use the smoke or arty right, you can hose up the landings...

    Also have tried all the AFV's crossing fords (as per Junk2Drive... and it seems that once under fire in any expanse of water (ford) and the TacAI sorta makes a muck of it...

    That is all...

    -FR

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