Jump to content

imported_no_one

Members
  • Posts

    521
  • Joined

  • Last visited

    Never

Everything posted by imported_no_one

  1. See!There is just too much love in here.Heck,I even get to be in a sceanrio :mad:
  2. Maggots, Sometimes we got so caught-up in things that we never stop to tell each other how we really feel.I just wanted to tell you all,from the deepest,darkest,most rotten part of my heart that--I Hate You All!!!!!!11111!1 :mad: :mad: AGRHRHAGHSHRHRHGAHAHHRGRAHAGRG
  3. Eh,you got me.Not entirely sure I have all necessary information,but even if I did I still may be no help. How many total battles were there? Had the map advanced--at all--after any of the previous battles?IOW,are you sure you are not up against the back of the map? What were the forces involved?Like,was it a battalion attacking versus a company?No need to be exact,just trying to see if maybe it is a build-up type operation in which your starting forces are much larger than the attackers. What do you mean by; "he probed it twice but decided he'd just go by so he called a cease fire (I had since turn 1) when his forces were fully pressed up against the edge of the map." Are y'all using the setup zones to move stuff around?IOW,could/should he have actually gone around you instead of calling for a ceasefire? Maybe the operation designer is around and can help.
  4. It is not an issue in regard to how he deployed,but how his forces end up at the end of each battle.That is when/where all the setup zones and map advancement takes place. For example: Lets say you have to funnel your forces through a bottle-neck in the terrain.It is important to get your forces spread out once they get past the obstruction.Not just for the obvious concerns for arty,but also setup zone and map advancement manipulation.Think about "linking" all your forces up at the end of each battle. Another example: Lets say you are advancing all across the map.However,your right flank runs into some significant entrenchments.You know better than to fight through,so you go around.Don't simply go around!Kind of surround the area on your right flank,try and break any contact,and flow any additional forces in the area around the obstruction.Just have your forces lay there and wait for the enemy to attack or fall back. Unfortunately,it is not a matter of where your forces have been or what they have cleared out,but instead it is how they end up at the end of each battle. Can you post a screen shot?You can use ImageShackfor free.
  5. I do not have CMAK and have not played the operation in question,so I will be taking a stab in the dark here. You say that your opponent was flanking you,right?In CM operations,so as to prevent map edge hugging,forces along the sides of the map will not move the map as much as the same number of troops in the center of the map and properly spaced out.IOW,mind the frontages that your forces can control--don't spread too thin,don't bunch up. It is also important to maintain a sense of something like advancing in a line across the map.You will want to have all your units spaced out properly,too.A large group of bunched-up forces will oftentimes have a box around them. I am not good at explaining these things,so I hope this helps.If not,I can try and explain better.
  6. Smope, That is an awesome mod!It would be cool if the rolleyes would work--"They're shooting at us again "...."I am routing "..."Oh no,they've shot and killed me "....hehehehe. Turns out :mad:
  7. Smope, A)Is the growlie-face mod for real? B)Will it work in BB? C)GAGHRHRHGAGAHHRRGGAH D) :mad: That is all
  8. Bannon DC, Thanks for taking the time to respond--it was very helpful.I have been messing around with PWTL for the past several days.I admit that portions of the rule are much more realistic,but it's not without it's flaws. I should clear up by saying that I normally play really large(huge)operations that take place over the course of more than one day(often featuring more than one night battle as well).I have yet to find a way to apply PWTL to these type battles.For the most part it works,but I am having a problem with knowing what to do in these situations: 1)Support units that were in good cover across the map that get dragged along when the map advances.Can this be assumed that during the short break in the action that they had begun moving?How far do I get to repostion them?I didn't want them to leave the cover they were in,so I am confused. 2)Why I can not move up both reinforcements,as well as,support units during a setup phase.The reason a lot of you do not know what I mean is my inability to explain things very well.When I attack,I attack across the map.My forces flow like honey to the path(s) of least resistance.As they advance,the enemy's units are engaged,destroyed,and the hole gets wider and wider.As a result,there are avenues of advance all across the map that have been cleared out.Another way of putting this is that the enemys AT network has been smashed,or something like that.It's the same thing as when/how I know that I can send support units--during a battle--through these avenues of advance without losing them.These "avenues" are oftentimes in dead or low areas of the map.IOW,areas that the defender can NOT see,and would be firing arty at in a blind manner. 3)How to deal with night-time and battles where it goes from adverse weather to good weather,or into adverse weather from good weather.I know that some of you don't understand why/how this matters,but it is just like you said: "The reasoning behind this is that the battlefield is under constant enemy observation and only a small amount of time goes by ".The thing is though,if they can't see,they can't see.I also think that the small breaks in fighting would sometimes be longer than a few minutes--especially when dealing with adverse weather.Think how many RL operations were delayed because of bad weather. Anyway,I will continue to work on it in game.It adds a lot of tedious work to the already "huge" operations,but it does add another level of depth to operations.I have always been good at playing a few battles ahead,and this is just another application of that. Thanks again for the response. [ June 11, 2005, 09:10 AM: Message edited by: no_one ]
  9. There are no "destroyed vehicle" mods that I know of.I am not even sure if you can mod those aspects of the game. edit to add: Oh yeah,check out the sound mods!There is one for BB by NightCrawler that is very,very good.It is worth it for the plane and close combat sounds! One more thing(lol): Be a good boy and back-up those files.You'll be happy that you did,or you will regret it if you don't [ June 09, 2005, 08:56 PM: Message edited by: no_one ]
  10. Make with the turns,Maggots :mad: :mad: Perhaps some public proding will do the trick? WallyBob,your stuff goes 'splodie like few others.I am guessing that the lower the member number--the bigger the boom? hehehehe > Pseudo is learning the true meaning of 'Russian Hordes'...Muahahahahah >
  11. I wouldn't be surprised to find that it was not only done,but probably experimented with a few times.If I thought I could load some infantry into a SturmTiger and blast them across the map and have some of them survive--I wouldn't hesitate. The way someone could survive has already been hit on in different posts. 1)Very highly trained participants. 2)Forgiving terrain--tilled field,deep snow,etc. 3)Terrain at an angle. 4)The forward momentum of the plane. 5)Dropping from(hopefully)less than 100 feet. 6)Scream "Oh shi*&!*&^!!!!",drop and roll,Maggot :mad: :mad: Parachutists today are taught to not resist on the landing;Instead you are told to roll and transfer the energy laterally. I would bet that if performed perfectly,and with some sort of protective wear,you might could get 50% of the jumpers to be(somewhat)combat effective. I wouldn't survive though,not for the bullet hole in my back
  12. Am I wrong in thinking that velocity is a little under-estimated here?An analogy: If you under-hand lob a softball at someone,it is just going to bounce off.However,if you throw it as hard as possible--it might just knock you off your feet.At the very least it is going to hurt like hell,and will for sure do more internal damage. I say if all things are equal the HE round with the higher velocity should do more "internal"(read structual)damage.But only if the velocity is significantly more. 2 cents....
  13. Is this because he's keeping them in command? It looks like the kind of spacing you could expect if you don't have command bonuses... </font>
  14. You may want to warn people about what you are uncovering here.It may ruin aspects of the game for them........but, Yes,blank=dead.It applies to everything--atleast in CMBB. As to your other question,I think it just has to do with the level of ID made,but sometimes you can read more into it.I may be wrong though.
  15. OK,I'll bite.Where does one get the PWTL rules set?
  16. :confused: Don't they go BAAA? ...I guess if you keep approaching them from that end you never really hear what they're saying... :mad: :mad: </font>
  17. Wall-eye'd Boob,is there any chance in getting you to send one of those....ummm....what do you call them?...oh yeah,a frecking turn?!?!?!?!? GGRHHAHAGRRHHAHAHGRGRHAHAHHRGRGHHA--Angry Out Loud!!! :mad: :mad: :mad:
  18. Nice AAR.Thanks for taking the time to do it.We can never get enough of 'em! Three cheers for Image Shack!! Edit to add:(As I didn't want to dilute the AAR with another post) In the opening setup,I am interested in your deployment.I ask this because you are not the first I have seen to do this.Why do you have your infantry so tightly packed?Is this something to do with realism?You could easily still keep all of them in the same cover they are currently in--but especially the ones in the wheatfield,and brush--need to be spread out more,IMHO. [ June 05, 2005, 08:45 AM: Message edited by: no_one ]
  19. Now that I think of it,maybe both concepts should be thrown out. The way I picture how it happened most of the time in real life--the frontline units would get relieved by reinforcements that would continue the attack/counter attack.Then the once frontline units would either sit and wait for resupply,or fallback and get it. The best work around would then,IMHO,be to fall back most frontline ATTACKING units and replace them(as closely as possible)with reinforcements.Defenders are a different story.Unless counter-attacking,frontline units should have to stay put,BUT reinforcements should be able to be brought up(within reason)for the next battle.It is up to the defender how close he wants to place them. There is absoulutely no reason why attacking reinforcements have to stay at the back of the map in the next battle.The advancing units have already cleared the way,and there should(if done properly)be very little to no resistance stopping them.Not to mention the fact that it is very unrealistic to have ALL additional reinforcements to show up all at once and in a tight little wad.They would/should arrive over the course of a battle,every battle. [ June 03, 2005, 05:22 PM: Message edited by: no_one ]
  20. Ok,I have to know more.How did it take place in real life?Did frontline units advance non-stop until dead or completely out of ammo? In the case of the latter,what would they do to get resupplied?Would they just sit there until supply came to them?Would they fall back and get supplied/reinforced and go back to the front? What was done with the wounded? How did reinforcements get to the front if the advancing units never stop?I know that transports weren't always available,so did the reinforcements sprint really long distances to catch up...vehicles drive at break neck speeds?How could any of them catch up while risking an arty barrage?Maybe because the way had been cleared by the forces that have already gone through the area? I am not making an argumnet here;I genuinely want to know.Regardless of what the answer is,I will still play it the way I currently do.
  21. MikeyD, I am pretty sure that he is talking about tall heavy buildings--as that was the only one he mentioned.
  22. Wow,you are really in-depth.I have never seen the need to look so closely,but I am guessing that some of it has to do more with the velocity of the HE rounds,not necessarily the blast values.The only problem with that is the result of the Brummbaer--which I am surprised with. :shrug:
×
×
  • Create New...