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JoMac

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Everything posted by JoMac

  1. Bump, Come on Players we need alittle more input on this thread.
  2. Thanx, I Received both emails, will respond shortly with next game turn. Joe
  3. Bletchley, You might also want to add this thread over at CMBB and CMBO, just a quick copy and paste. We might get some attention from those players.
  4. Earl, We can do a Test-PBEM, Company size, Meeting Engagment, using Bletchley and his C&C rules. Atleast he put alot of time and thought on a system while mine just comes from a Rules Set. We would send PBEMs to each other and to Bletchley on a turn by turn basis so he can Tutor us. Email me at irishwop67@aol.com or post reply below if intereted and I will setup the game. If not I will still setup a game for myself against the AI and have him Tutor me. Joe
  5. Bletchley, Yes, this system would work well if you know your opponent good eneogh to trust he would follow the interpretation and application of the system. I will email you a file for a 500 point, Meeting, against the AI first so you can tutor me on a turn by turn basis. This way I will have a better understanding of what I can and cannot do. Hopefully more people will respond to this Command & Control thread as I find it one of the more interesting aspects of CM. [ July 02, 2007, 06:40 AM: Message edited by: JoMc67 ]
  6. Earl, Unfortunatly you are right, it would be difficult to simulate actual Real-Time as opposed to Game-Time. Most scenarios would end before you even receive a new order and act upon it. This system might work best if played at Company level for a few games first before trying it out at Battalion. If interested maybe Bletchley can setup a Company size Meeting Engagement between me and Earl to test the mechanics out. Basically you will act as overall commander for both sides. We both would send you our file each turn so you can take a look and see what units are in and out of C&C and what options are available for each player. [ July 01, 2007, 08:11 PM: Message edited by: JoMc67 ]
  7. I think CM should have Moded the bigger guns better when it comes to Knocking out Armored Vehicles it cant penetrate. I remember back in my WW2 Miniatures gaming days ( which I still have an interest ) with one set of rules called Tractics. If for some reason the big guns did not penetrate there was still the blast factor that KOed a tank. There would be anywhere from a 25% to 75% chance of killing the tank because the front armor would buckle or crack, suspension damage, a crew casualty with the rest of crew dazzed. This is a rough idea of what I remembered: the M4 105 Sherman that did not penetrate would still have a 25% chance KO of Heavy Vehicle and a 50% chance of crew casualty and becoming dazzed for couple minutess with no further action until recovered. If a SU 122 did not penetrate there was a 50% chance KO of Heavy Vehicle and 50% chance of a crew casualty and crew becoming dazzed for few minutes. If a SU 152 did not penetrate there was a 75% chance of KO with automatic Crew casualty and crew being dazzed for a few minutes. [ July 01, 2007, 07:08 PM: Message edited by: JoMc67 ]
  8. Here is the WWII Miniatures Rules set called " Combined Arms " each unit represents a squad, weapons section, Individual Vehicle or Gun, each turn represents 2 minutes. Here is what the Command and Control section reads. COMMAND: All units must remain, or attempt to remain within command distance of their HQs e.g. Platoon, Company, battalion. This varies with the communications equipment with which the unit is equipped. The table below shows these distances based on unit type. ------------------- UNIT TYPE -------------------- -Within Infantry Platoon or Cavalry troops Command distance 50 meters. -Within non-radio equipped AFV Platoon 100 meters. -Within radio equipped AFV Platoon 200 meters. -Within non-radio equipped Infantry Company 300 meters. -Within radio equipped Infantry Company 500 meters. -Within non-radio equipped AFV Company 500 meters. -Within radio equipped AFV Company 1000 meters. -Within Infantry Battalion 1000 meters. -Within AFV Battalion 2000 meters. -------------------------------------------------- COMMUNICATIONS: Communications within a Platoon, Company, Battalion is automatic if the elements are within the distances shown above. ( 1 ) RADIO: A radio equipped unit may speak to all its subordinate elements, all elements of actual status on the same radio net and its immediate superior if within the Command radius. Manpack sets must remain stationary to communicate, vehicles may do so on the move. ( 2 ) FIELD TELEPHONES: Troops who are in static positions may use field telephones. These operate as radios except there is a 10% chance that the wire has been cut, dice each time the phone is used. ( 3 ) OTHER SIGNALS: There are two types, Flares and Audible. Flag signals are presumed to be seen and understood if within the command distance. Flares may be seen at 5000 meters in Clear conditions, 1000 meters in Rain, 500 meters in Mist. Flares will not be seen in Fog. Noise signals will be heard 500 meters if quit, at 250 meters if light small arms, 100 meters if in full scale battle conditions. All Flare and Noise signals require definition in orders and will have a 50% of understanding if only one is used and automatically understood if one of each is used. ORDERS: All units must have orders telling them what they are required to do and must normally contain movement instructions with action to be taken when the eneny is encountered , e.g. " A company will advance and take the village to the front". All units operating indepedently require orders as do all Companies strengh units. Companies may show some initiative with their orders, smaller units may not. -------------------- END ------------------------- These Rules can be used in Tandom with Bletchley and his Command and Control system or as a stand along. Some of these rules can also be left out and assumed to be in use. I remember trying to work out some type of Command and Control Rule system for CM ever since back in the CMBO days but never really persude it any farther. Now that Bletchley came up with his version it has again sparked that interest. Joe [ July 02, 2007, 09:24 AM: Message edited by: JoMc67 ]
  9. Bletchley, I was thinking of working on a similar perhaps easier Command & Control Rule set to use for CM. Back in my WWII Miniature Wargaming days ( which I still have an interest ) there were many rule sets that had there own Command & Control variations. A couple rule sets come to mind, one called Combined Arms and the other Wargame Rules 1925 to 1950s that would work well with CM. Basically your BHQ has ( cant remember off hand until I look at the Rules ) a 1000 or 2000 meter radius to all it sub CHQs. CHQ has a 500 or 1000 meter radius to all its sub PHQ. PHQ has a 100 meter range to its squads and support units. If Your Command is within that range you can issue new orders with a certain amount of delay before the units can act upon them. If you are outside that range your higher HQ would have to send a runner to the lower HQ to issue the order. That may double or more the time delay for which a unit may react on those orders. So lets say your BHQ issues orders to one of its CHQ, then that CHQ issues orders to one of its PHQ, That PHQ issues orders to all its Squads and attached units. Total time from Battalion to the squad finally acting upon the order may be up to an hour. Ofcourse you can use some of your Optional Rules in Tandem to make it that more interesting. Joe [ June 30, 2007, 06:34 PM: Message edited by: JoMc67 ]
  10. David, I have emailed you regarding the CMAK to CMETO conversion. Thanx Joe [ June 27, 2007, 07:40 PM: Message edited by: JoMc67 ]
  11. I agree with bark, I dont mind not seeing KTs and Jacksons and the like but Cromwells would have been nice. I have not tried this myself in CMAK or CMETO but can Allied Armour move thru the Normandy Hedges like they do in CMBO during late July and Aug.
  12. Here are some problems you may be having that I can think of at the moment. If you had CMAK v1.01 and installed v1.03 you still need the CD in the tray to play. He may have v1.01 and didnt download and install v1.03 in the CMAK folder. He might also be using another puter and didnt download and intall v1.03 again. Its also possible he accidentally put CMBB or CMBO in the CD tray and not CMAK, that will also give the message "opponent is using a different version". Hope this helps. Joe [ May 13, 2007, 02:02 PM: Message edited by: JoMc67 ]
  13. Dunhill, What I recall from a past post is that the hands, boots, pistols, are Hard-Coded in the game thus no Mods are available. I know there are a couple if not more Face MODS available over at cmmods.com Joe [ May 02, 2007, 07:17 PM: Message edited by: JoMc67 ]
  14. HardRock, Never heard of those rules, but have about a dozen or so that I carefully selected over the years. Yes, I remember all too well those line of sight arguements, lol. Figure I have about 10 good yrs left of TableTop Miniature and Computer gaming before I leave the scene all together.
  15. Hello HardRock, I remember when first got into playing WWII miniatures, it was back in the late 70s and early 80s playing HO ROCO Tanks & Figs with a set of rules called Tractics by Gary Gygax. Later I got into GHQ & C&C 1/285 scale WWII Mirco-Armour, still have a fair collection. Joe
  16. I would like to see the game automatically pause every minute so you can issue squad level orders just like in CM. If you have no orders that turn just click continue play. Platoon HQ issues an order to its Squads - Squad Leader issues the order to his men, total time can be anywhere from 1 to 5 minutes depending on Command distance, troop quality & moral, current battlefield conditions, etc, for the order to finally take affect. If only the Squad leader issues an order then about 1 minute delay before all his men recieves and acts on the order. [ December 12, 2006, 09:26 PM: Message edited by: JoMc67 ]
  17. To me it looks like the 75 L48 rather then the L70. You are correct in one point that the L70 does not come with a muzzle brake. [ December 10, 2006, 04:15 AM: Message edited by: JoMc67 ]
  18. Realest, No problem just take your time, i know you are busy with many CM games.
  19. Nightkin, Panther is correct, zoom in as close as possible and use Area Fire right next to the target without touching it. Area Fire covers roughtly a 20 meter area and is not as affective as direct fire but will still give some suppressive results.
  20. Nightkin, I also have problems with the line of sight parameters in Combat Mission and find it somewhat unrealistic. You will just have to get use to the fact that units can spot and will be spotted thru more then one terrain obstacle.
  21. Realest, Hmmm, Dont worry you will have your hands full with our new PBEM game, lol. Joe
  22. Hello CM007, Welcome to the Combat Mission community. Give me your email address and i will give you a step by step procedure for Mutli Player. If interested in playing your first human game with me, just let me know so i can setup a quick Scenario. My email is irishwop67@aol.com Joe
  23. Hey Realest, Looking forward to finishing up our game here in the next couple of days. Yes, in general a TCP is much faster. The game we are playing now would only take an hour to finish, a Company size game in about 2 to 3 hours. If you are unable to finish the game you can save it and play later just like in PBEM.
  24. Hey Southernrebel, That first TCP game your talking about wouldnt be between us - Now would it, just checking is all, lol. Im also playing 'Realest' above and i believe this is his first PBEM game. Joe [ October 23, 2006, 10:02 AM: Message edited by: JoMc67 ]
  25. Southrebel, I would be interested in doing a CMBB - TCP 300 to 500 point QB or a company size Scenario. Email me at irishwop67@aol.com
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