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Peregrine

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About Peregrine

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  • Birthday 06/21/1973

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    Sydney, Australia

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  • Location
    Sydney, Australia
  • Occupation
    Systems Analyst

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  1. It has been awhile since I looked at this closely but I think the following is broadly true. Units need to be in contact to share information. Voice contact extends to about 50m so at elite and iron units this far apart are essentially the same. Longer visual contact from 50 to 90m requires friendly units to "spot" the other. This is much easier than spotting an enemy but not automatic at Iron. The main issue slowing info sharing at Iron would be units not within 50m and either hiding, significant concealing terrain or blocked LOS preventing spotting. I have never dire
  2. I think using the + / - buttons to cycle through your entire force will show you which platoon the halftracks belong too. I had a similar problem when I disembarked multiple crews to be medics and then couldn't at first figure out which halftrack belongs to which crew.
  3. Built the "rules" (I prefer to call them guidelines) up over a long time and still use them. Haven't changed them for quite a time now. The game engine does a better job than ever of punishing out of command units taking casualties. Original post is over 5 years old now and the guidelines developed for at least 2 before that.
  4. Hi,

    I saw my "guidelines" mentioned by you and that you use a variation. Can you let me know what you do differently. Always revisiting those things.

  5. This was Panzer Marsch. Accumulated points but spotting enemy infantry. If you spot enough to get victory conditions I think the next scenario you start with many enemy as spotting icons for easier artying. Don't have it on my hard drive so I can't double check but the packaged campaign for CMSF Marines Module also had a similar mission to start with. Small group of marines moving through an urban area on the right and farmland on the left. CMSF also had a few other scenarios where you only had a small contingent to creep forward for spotting and arty purposes for about 30 minutes be
  6. Area firing in the general direction of contacts is often enough to get suppression and cause casualties. This doesn't mean you need LOS to the target either. If a target is 100 to 120m away and your LOS is well short of this you still have excellent results simply shooting in that direction even if you are 70m short of your actual target. Your hail of bullets travel a lot further than you eyes can see. Clearing a forest is extremely ammunition intensive and you will take casualties.
  7. You sure three ducks didn't just steal the helmets.
  8. I cannot speak to how hard it is to learn the rules cause I never had to. I developed them across months and it went from one rule to what is above. I never set out to design a set rules and never wrote a single thing down in the process. Only when I realised that I hadn't changed them for a while did I think that other people might be interested in them and this is when I recorded them and posted them above. And while there is more than I thought I suspect most CM players would get pretty good at remembering all of them pretty quickly. As for AAR I fully planned to do one but while I am
  9. No problem. While obviously a fair bit of thought did go into it this was across many months and many battles. It started with the "NO-NO" commands and grew from their. I have actually only written these rules down once for posting here. As it grew incrementally I was following them automatically, never needed a reference. I didn't really write a summary about how it affects game play so here are the key points. I use 1:15 delays for ease of management. You could use shorter ones as a preference but with 1:15 it is easy to follow. Say a Plt leader wants to change his plan he gets a 1:
  10. I had grew a bit dissatisfied with aspects of co-coordinating my forces when playing the AI so now I follow these self imposed rules. Now that I have written them out they seem much more complicated than I would have thought but if you are at all interested in practice they are not as difficult to play with as they look below. I do not use anything outside the game interface, no writing stuff down etc. This started one day playing in a campaign where I was area firing at stuff that a unit hadn't spotted, felt really dumb doing it and vowed that I would never do it again. But then situations
  11. My experience from CMx1 shows this to be a good thing. It was unpredictable, wildly. It can do a lot good, nothing or a lot of bad. Hard to balance a long campaign if you have really random factors like air support popping up.
  12. Not sure how it works and didn't keep close track of the missions but I did retain the screenshots of the final results screen. Interesting the first time I played I think I lost the fourth mission and then ended up in the abysmal escape the pocket mission. I got a an Axis Force Minor Victory. The second time I played it I progressed one mission FURTHER than my first attempt, lost the next one and again ended up in the abysmal escape the pocket mission. But this time my overall result was worse in Axis Force Draw - No Winner. Similar casualties for both. Definitely exited more stuff i
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