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Fredrock1957

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Everything posted by Fredrock1957

  1. Sitting in those woods changes what a top hit could be... and the OP didnt say the crew even bailed... I near miss on the ground will still cause the 'Hit' text to be displayed most of the time, if it is top or not depends on the situation...If the OP is saying that the Top Hits should take out the tank, I would say 'yes' if it is a direct hit, but I believe these are not direct hits... I just put a PzV in the middle of an open field and let loose a battery of 105's and a section of 81mm mortars on it, I started the mortars a minute before the 105's... I used a 80m area attack for both with PzV sitting in the middle of it... received numerous (at least 3-5) hits on PzV, finally a 105 immobilized it, the crew did bail and was killed in 10 seconds... Will try within a wooded area, cause as you said womble Top Hits are generally direct hits, I did see only one top hit, and that made the crew bail... rest were side, front, etc, and no penetrations at all...
  2. I would think these are not direct hits but just the scatter of impact, You can take a sniper and shoot at at Panther all day, and you will see Hit Side, Hit Top, Hit etc... I have had a barrage of 105mm hit 150+ meters away from a couple of M4's who took 'Hits' but did no damage, also have peppered a PzIV with 60mm direct mortar fire and have it disable a track and immobilized it.
  3. When running units down an uncleared road or path/trial in a column, With vehicle 2 thru X, I use hunt command, lead vehilce I will run at Move or Quick... solves problem of multiple vehicles hitting minefields.
  4. Yea an AAR would be cool... Also I am working on and sorting out a historical battle from December of 1987 named 'Spinakalacha' which I gathered most of my information from the book The Bear went over the Mountain.
  5. When putting a time frame on a scenario I usually wait for author and play tests to be completed, then I will set the time at what I feel is reasonable for a WEGO player. Then if it is 30 minutes or under I will add the +5 variable 30-60 minutes I do the +10 over and hour +15... They key is to have some good RT and WEGO play testers on your battle.
  6. I was a functioning drunk for 35 years (in fact I dont think I was sober more than a dozen times in 35 yrs). but the last 392 sober days have been the best, and I do enjoy CM better sober than not.
  7. Now that is an immersion factor maybe we can find out what they have in their mess kits... j/k... Yea actually this would be awesome
  8. This looks like a really cool tool... Where can one get it...
  9. Sorry if this is somewhere already posted but I could'nt find it with seach. Is there a way to turn off the information at the top of a playback screen? Replay Phase: Review the Action Paused Esc to Continue.... bla bla Thanks in advance...
  10. I have seen infantry fire their rifle grenades at buttoned armor, but as Womble said not non-at units... But I have unleashed 3 50cals on a PzIV that was buttoned, stopped it from advancing, made it reverse and then the crew bailed... further inspection showed that crew as 'green' with low morale...
  11. Like to see that one story on a map.... come up behind it and blam... no windows no los/lof no work...
  12. Glad you like it, but you get 90-100% refit, replacement, supply if you win... if you lose Gardan Dawai Trail or a couple of the others your factors are more along the lines of 70-80%... Thus the split scenarios in the flowchart...
  13. I only use houses for two things and try to use the independent ones instead of modular: 1) - place HQ or FO for directing arty (keep them hidden with small cover arc) 2) - HMG for ambush (upon springing ambush move them out after 1-2 minutes) Other then that I try to avoid houses, unless one is close during an arty barrage, then they seem t provide some decent cover.
  14. FANTASTIC STUFF!!!!! Exceptional in all aspects... Thank you so much
  15. Enjoy and thanks... However you will run into some tough battles (the mountains along the Gardan Dawai Trail) during the campaign. Also you must remember that the Soviets had an abundance of equipment so their Refit, Resupply and Repair percentages are very high (at least early in the campaign ) Have fun and keep me posted please....
  16. This has won me a few battles... you can also start linear fire at a TRP and have it run to a LOS spot for the FO...81mm on target in 2 minutes...
  17. SO I am play testing a scenario against a friend of mine (he just finished it and I can tell it will be awesome all ready), and low and behold I am checking out the map at the start and I go into the church that is in town and see this... So I see something on the ceiling and go to the second floor and find this of course the roof is damaged too... With detail like this I can't wait to see other 'thingys' while playing this battle...
  18. The latest info on the Sie Kommen II project. 8 Scenarios Completed and Tested 3 Scenarios in Play Test 3 Scenarios in Author Test Mode 3 Scenarios Map Completed 1 Scenario in Map Creation Briefings - style adopted (50% complete) Graphics - Operation, Tactical (45% complete) There will be 8 scenarios Allied Attacks, 4 scenarios Allied Probes, 4 scenarios Meeting Engagements, and 2 scenarios Axis Attack. 6 scenarios at Dawn, 7 scenarios at Day, 2 scenarios at Dusk, and 3 scenarios at Night. Campaign will be Allies vs AI (release date October 31st) 5, 12, and 18 Battle Game Packs with Rule Book, Commander Books and Maps, playable Allies vs AI or H2H as per style of the original Sie Kommen for CMAK. (release date November 15th). Victory Point(s) for all battles are based upon size of battle and importance within the overall campaign, thus totaling all VP's in the Game Packs will be used to determine the winner. Many Screen shots of Maps at website. Here is a view of the Campaign Flow And a big Special Thanks to the play testers: General Failure, MeatEtr, mjkerner, Chris 'Ferrous', Dutch Grenadier, NYCPizzaMan, Schutzstaffel, Reaver, Rocketman
  19. Uploaded to BFC Respository and also available at my website!!! This campaign consists of a group of scenarios that reflect the first three months of the Soviet invasion of Afghanistan at the end of 1979 until April of 1980. The scenarios are fictional and involve units of the 56th Air Attack Brigade along with support units of the 36th Air Corp. They cover an area (corridor) from Kabul in the Northeast to Kandahar to the Southwest. There are seven scenarios in the campaign, though depending on the outcomes of battles you can play anywhere from 3 to 6 of them. Replay ability is very high in that there are multiple AI plans for each scenario. Also there is multiple 'paths' within the campaign (see website for a diagram) You may only play this campaign as Red vs AI. In the future the scenarios may be modified and released for H2H play. Enjoy
  20. Here is the flow of the Campaign, as you can see there is really ten scenarios though some are dup's since I needed to get the flow properly. But replayablility should be real high as there is a minimum of 3 AI plans per battle with most having 4 or 5 and different outcomes lead you down different paths. Sorry my friend, it looks like next Tuesday or Wednesday... need to go through campaign one/two/three more times... Also since most battles are company size or so, Real Time will be a possibilty, though I am too spaz to do that... And thank you all for your support... I hope all of your CMBN players will also enjoy the Sie Kommen II project which has been a huge undertaking, but should be ready for Nov 1st. I would also like to thank the play testers on Major Nosov's Brigade. My long time friend NYCPizzaMan, FGM Member eniced73, and KaptinDuda... Thank you so much...
  21. Here is a link to small video that captures some of the terrain, battles, etc.. of the upcoming campaign... release is on-target for October 1 or 'earlier' Major Nosov's Campaign
  22. Well please tell me how to do it, cause I am in the middle of SIE KOMMEN II testing and I can only get H2H hotseat to work...
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