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Mudhugger

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Everything posted by Mudhugger

  1. Thank you Mr.Cater. The game was working well before this file was flagged, but I haven't tried since. I was waiting for a response first. I will play again. I enjoy your game and appreciate your quick response.
  2. My anti-virus quarantined this file: regsvr32_dx7vbdll.exe from \\global conflict\ misc Is this a legitimate game file? Will the game play properly without it? It was flagged as having a Trojan.Gen virus? I have no mods and only downloaded the 1.04 patch. I know very little about these things and am wondering. Thanks.
  3. Thanks for the responses, everyone. I've played around with the demo for a few days now, getting the feel of the game and I enjoyed that.... so I think I'll make a purchase. I feel like the kids at Christmas. : )
  4. I am new to Strategic Command, but looking over the game I am interested. I am a little confused by all the different titles, however. My question.... if I am to buy just one, would Global Conflict be the one to purchase? Or at least begin with? Thanks for any suggestions.
  5. If you are speaking of the 18 pdr. spotter, he seems to be caught at the end of a movement. Perhaps a cower from the night firing. All you have to do is place any kind of a movement order or even a pause order and then reclick on him and cancel it. You will then have the target orders come up. All this in the same turn; to be clear. By the way, off map artillery can't use the HQ to spot for them. They can fire into unsighted areas with a great delay and poor accuracy. The HQ does give his bonus to the spotter if he can see the target area. That night fighting is a bear. I ran your turn and one of the rifle squads targeted his own AT rifle team that was out in front. Hope this was helpful.
  6. Steve: I've been playing a lot of CMAK lately and would like to play a little CMBB. Send me your thoughts on a game via e-mail (address in my profile here). A small scenario sounds good to me and I need practice as the Germans. Should be fun.
  7. Iron Roadblock: I just happened to be reading an account of this in a DEPARTMENT OF THE ARMY PAMPHLET. NO. 20-269. First, the Germans moved up a battery of 50mm AT guns and started firing around 600 yards away with no luck. The KV found their location and KO'd the whole battery. They then brought up an 88, the KV let them come until they started maneuvering the gun into position and then fired killing many crew and knocking the 88 in a ditch. That night, engineers crawled to the KV and planted explosives, but only managed to break half of the track and dent the gun barrel. Plan 4 was to use dive bombers, but none was available. Plan 5 was to feign a frontal attack with Panzers and move another 88 up behind the KV. The 88 fired seven times and silenced the KV. When the infantry approached, they found only two shells had penetrated. When they climbed on board the gun began to move and grenades were tossed through the shell holes, blowing off the turret hatch and ending the roadblock which had lasted 48 hours. I have never played the scenario, but the article was very interesting.
  8. Another testimonial. This one from the 747th TB, which was with the 29th Infantry.
  9. The two shots in your links are definitely in a corn field as described. Great pictures by the way. I really like the 2nd one of the terrain in front of the gun.
  10. Not the same tank the picture shows. That's no corn field. Nice picture anyway.
  11. German units mentioned in the HISTORY of the 85th MOUNTAIN INFANTRY REGIMENT: The German forces occupying this sector were known to consist of four battalions of the 232nd Division with a reserve composed of the 232nd Fus. Battalion, 1st Battalion 1045th Infantry Regiment, 1st Battalion 1043rd Infantry Regiment and the 4th Sep. Mountain Battalion. And later: The enemy forces to the front had been identified by intelligence as the 1st,2nd and 3rd Companies of the 4th Mountain Battalion of the 1044th Regiment. It's a good read take a look. I look forward to a good scenario of this battle. www.tenthmountain.org/images/Regimental%20Histories/85th%20History.pdf
  12. US II Corps in Tunisia here: http://www.history.army.mil/brochures/tunisia/tunisia.htm
  13. May be some useful stuff here: http://www.militaryhistoryonline.com/wwii/usarmy/default.aspx
  14. nmoral: I found some German ones here... http://members.shaw.ca/grossdeutschland/sound.htm
  15. Bannon DC: If you haven't seen this. The Red Army Studies site has an article, nothing specific to Kalvin Square but covers entire offensive generally. It's in 11/1984 in their listings. Can be irritatingly slow downloading sometimes. Or try this: http://www.redarmystudies.net/smhj/1984/1984_11.pdf
  16. Have had similar problems with an opponents connection. We found that if he just re-boots after first error message, we can establish connection and play for hours again. Never have figured out why or whattf. Also you mentioned routers. Have you checked page 249 in CMBB manual?
  17. Jason: Caught my attention. I would like to give it a try, if you would be so kind to send. Will the AI handle the Russians? Or is it for 2 player only? Thanks.
  18. SteveP: I don't have time for testing, I just play the game. But I know that the TacAI does not always pick the appropriate target. It seems to pick the easiest, like say a panicked truck behind your juicy squad, etc. And as far as your HMG example, there are alot of variables left out, but I can think of many benefits. Perhaps the greatest is to be in control. I mean why else do you play the game. You could just watch someone's movie. One more. By not firing you have lost nothing but a few seconds. You have not given away your position and since squads rarely attack alone, on the next turn you can pull your arc back. Thus giving the juicy squad a pass in an attempt to catch the entire platoon in the open. Or you can open fire on them immediately, you still have the drop on him. There are more, but there are many more variables, that can change everthing. That's why it is fun. As far as your last post all I can say is "wow".
  19. Thanks for the AI lesson there Steve, but you still haven't sold me. And come on, do you really beleive the Tac AI is the way to go in first turn defensive battles. That is what you were implying right. That using coverd arcs in the open, outside of cover is a worse move then letting the TacAI open fire anytime the unit is spotted, no matter what cover or range the enemy is at. Since I never said always, "over use", your term, is not a problem. In fact, my opinion is "under use" is more prevelent. But that is why they gave the human player choice so each can play the way he wants. As far as AI play goes, I still contend that trying to compare AI behaviour in a single player game and the TacAI of any two player game has no practical importance. I could be wrong and if so I will stand corrected. You contend that I am naive as to how AI play works. Maybe so. The more I think about it the more I want to stay that way. I enjoy the game and AI play is the biggest part of that. Because of my profession I can only manage a few two player games. And if thinking the AI is playing better then it is, RT or not, gives me more enjoyment; GOOD. So I will leave this at that only to say. AI functionality for me: Ignorance is Bliss.
  20. SteveP: Your last example, with MG's, was much like mine in the desert. Only you and I differ on when the computer is playing it's "A" game shall we say. My thoughts are, Hot Seat is not vs. AI. The default actions, whatever they are called (TacAI, I don't know) when a human is in command is not the same as an AI game. It's up to the human player to make arcs, target descisions, advance orders, whatever and if he doesn't the default orders sometimes are not what you hoped for. In your AI example, the MG's not opening up till the enemy gets further into open ground may be on purpose; an arc, to get the squad in the open for a better kill ratio. Some may not fire to not give away their positions, etc. Of course, I don't know if this is true, but it has always seemed the default fire orders in many situations are pretty weak. I actually hope this to be true. Just my opinion. I sure hope this thread doesn't ruin my AI battles. Interesting.
  21. I feel you dismiss the covered arc to easily, granted the AI doesn't use them as effectively as a human, but I've seen evidence that they are used especially in the first turn of an AI defense. Take a flat, open desert with two infantry platoons facing off at 400 M. Yours is dug in sitting on a flag. Turn 1 you give no orders at all, no one is hiding. Your men will open up almost immediately as soon as the enemy moves from its hidden positions. And they will move. Switch sides and you are the attacker. You have to move forward turn 1. The AI will let you walk or run to 275 or 250 M before opening up. Why? Because firepower, range, cover, and who knows what else equals AI covered arc. Human has choice and descision to set arc's long or short or not at all and by the way can unhide in the middle of a turn with an arc, so it's all fair. And I agree with GreenAsJade. Trying to crack the AI of any solitaire game really doesn't make the game more fun.
  22. Perhaps the AI is using covered arcs with the hide command. Setting up ambushes, and when they have their shot they unhide. Sly sob's.
  23. I'm always late with these things, but since the thread is still here, I must say I am enjoying your book very much. I just finished Chapter 51: There Are No Enemy Forces In Your Area. Wonderful. Makes me smile to think how some things never change.
  24. Yes I have the manuals and they were great, but don't address my problems. That's tough luck for me and fast mode, was hoping to use it. The f5 key works to refresh in helper but in game it doesn't update file :confused: The CD's are in and the game is not running in background. Should it be? I'll try it. Thanks for your response. I guess I will just have to play one turn at a time.
  25. I've read that US Armored Battalions had a Recon Platoon consisting of: 5 jeeps, a halftrack with a .50 and a bazooka, and 8 dismounted scouts. The British Armoured Regiment had a Recon Troop early consisting of: 9 Universal Carriers with 2 man crews. And by 1944 they were using 11 Stuarts, sometimes with the turrets removed and a .50 MG put in its place. Because; "stealth was more important than firepower". Probably all used as per Jason's post above.
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