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dugfromthearth

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About dugfromthearth

  • Rank
    Senior Member
  • Birthday 03/23/1971

Converted

  • Location
    Seattle
  • Interests
    Ancient military history
  • Occupation
    QA
  1. tanks don't even support infantry. infantry moves forward, engages, and kills what it can. If infantry can't kill it think about using artillery. if you have something that you can't otherwise kill you bring armor forward to kill it, then move the armor back to hiding. unless you have heavy armor and know the enemy cannot kill it (king tiger, T34 early in the war, etc). Then keep it well back to avoid close range shots by enemy anti-tank weapons and use it to keep their tanks at bay.
  2. 88 has a big advantage that it is much harder to spot then a tank. sso at very long ranges it may not kill with the first shot, but the tank probably won't even have a target to shoot back at.
  3. http://news.yahoo.com/news?tmpl=story&u=/ap/20040117/ap_on_re_eu/britain_wwii_photos A huge British archive of World War II aerial reconnaissance photos, including pictures of the D-Day landings in Normandy, is to go on the Internet on Monday. Under the digitalization project announced Saturday, some 5 million Royal Air Force photos of Western Europe will be available to the public on the Web site www.evidenceincamera.co.uk., archivists said. The site did not appear to be accessible on Saturday
  4. ah, sorry. I do cliffs by the sea. I think the water forcing flat makes the difference. I am pleased, I can now make my inland mesas look more jagged
  5. a few things significant elevation changes in a single square get ignored. Put a plain of level 1 and then a level 20, and it will all be level 1. So putting in the 19's doesn't do anything. a straight line of height differences doesn't make a nice cliff. The computer can nicely make rounds for 1 or 2 squares, but when you get to 3 it makes weird spikes sticking out. If you look close at a cliff of straight 9's it looks like it has a series of spikes sticking from it at regular intervals. The solution to that is either throw in the occassional 8 and 10 or round the cliff face a
  6. have any of you played Age of Rifles? The game itself was flawed but fun. But what really set it apart was unit creation which was insanely great. You set the number of troops in a unit and the number of weapons. So you could have 143 men, equipped with 12 spears, 47 pistols, 10 muskets, 13 rifles, and the rest unarmed if you wanted to be so bizarre. It seems ideal for designing WWII era squads where you could have some smg's, lmg's, and rifles. Then you designed their look. You chose their heads, upper body, lower body, boots, and skin color. So you could creat black troops fo
  7. "Making it appear that one player is weaker than the other is but using reinforcement to switch the situation half way through is a valid and original design technique." The problem is it isn't very original. It seems quite common for the enemy to be described as having "no tanks" or "no anti-tank guns" and then either starting with a dozen tanks or getting them as re-inforcements on turn 5. I must say I have zero interest in historic scenarios as such. Only in scenarios. My goal is to have fun. But I do want some overview in the briefing. Not just "it is another hill to be
  8. no, when a gun takes out 2 of my tanks I sulk and think of excuses.
  9. this reminds me of discussions on the World War II Online forum awhile back (I haven't played it, just looked into it). One side was complaining that their tanks were supposed to be heavily armored, nigh invulnerable except for one weak spot - and that the kept getting hit and killed with the first shot to the weak spot. The other side replied of course. They knew they had to hit that to kill the tank so they always aimed for it. It wasn't random chance or coincidence. It was deliberate enemy action. If at 100m the TD can aim at a near invulnerable section, a semi-vulnerable sectio
  10. Not only am I always wrong, but I always get it reversed. I'll figure it will defend at such and such a place on one side with a big open gap and so put my mg's and mortars over there. And then it will defend at a narrow gap on the other side so I put my smg's and flamethrowers there. And then it defends someplace slightly different and my flamethrowers face a wide gap and my mortars are stuck in the woods. and finally I realized I'm just being stupid. I shouldn't be attacking on such a wide front in the first place, I should be concentrating my forces on one flank.
  11. [To have such a great game system (and an even better one in the works) and not use it to cover a full half of the worlds most important conflict for no better reason than "they have little intrest", is very sad indeed.] The thing is that the reason it is a great system is because the devs are working on something in which they have tremendous interest. Even if you could order them to do a Pacific War version, if they have little interest in it, they probably won't do the same high quality job they've done with the first three. In short, the devs have come up with a fantastic game. I
  12. AI will not disembark troops from vehicles. I have never seen the AI move a gun with a vehicle. I don't think it can do it.
  13. mine are pretty much just historic drivel I never thought to include a force list since you can just see them once the scenario starts. But if people want one I can include one. [ December 30, 2003, 02:18 PM: Message edited by: dugfromthearth ]
  14. people seem to put all sorts of different things into briefings. my main questions are: do you want a detailed list of your troops? ie: 4 Sherman V's 2 Companies American rifle 4 81mm mortar teams 3 MG teams ... a general list: some Shermans and a couple of re-inforced infantry companies what about estimations of enemy forces? or where the enemy is set up? "recon shows no signficant enemy forces on this side of the river" or "the enemy holds the town itself in force" it seems whenever I see a comment on enemy forces it is always a lie "the Germans have no armor" and
  15. 1) drop artillery on the woods 2) use flamethrowers. The trick is not to engage with the flamethrowers. Once your recon spots the enemy, move your flamethrower to just out of sighting range, then use area fire with the flamethrower - it will still break the enemy. 3) use area fire like FT with your infantry. Move to just out of sight of the enemy your recon found and then use area fire. Best is to use a turn of area fire, and then the next turn "advance" with one squad to see if the enemy is still in position. The real key to this is that the attacker has the advantage. If the
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