Jump to content

Baneman

Members
  • Posts

    4,448
  • Joined

  • Last visited

  • Days Won

    13

Posts posted by Baneman

  1. 45 minutes ago, John Kettler said:

    Since I don't have the game, in any form, could you please post a pic? Must've missed the "Dracula vs the Red Army!" Module.

    I'm at work, but this will do ( background is "the guy" ).

    http://www.battlefront.com/index.php?option=com_content&task=blogcategory&id=330&Itemid=569

    - ok, weird, clicking on the link takes you to "page not found", but if you cut and paste the above into the browser address bar, it works ... :blink:

     

  2. 14 hours ago, shift8 said:

    ... The confusion here is that one side thinks are they implementing some kind of homage to the operational level with time limits when they are not. Time limits are an obtuse method of inferring this. If you want to talk about reality, the tactical situation dictates how long something takes. Some declaration of operational intent is a fantasy compared to the reality of how long an attack will really take.

    The thing is, CM is a wargame.

    In any type of battle other than an ME, the attacker is going to outnumber the defender by a large margin. Since CM battles occur in isolation, there is never going to be "Cavalry coming to the rescue".

    Thus, often, the way to give the Defender a viable chance to "win" is to give him a chance to "run down the clock" before the attacker can occupy all the victory locations.
    Such a time limit can be logically linked to a rl reason by linking it to a theoretical operational level "they dislocated the timetable of a larger attack operation."

    However, this is not a "homage to the operational level ", it's a rationalisation of a game mechanism whose function is to make the battle feasible for both sides.
    ( If I was a Defender in a H2H battle and the Attacker had 2+ hours to swarm me, I probably wouldn't even bother to play because I know I'd have zero chance ).
    ( granted, there are other ways - Victory conditions incorporating casualty limits etc. - those methods also generate complaint threads here sometimes ;) ).

  3. 12 hours ago, VladimirTarasov said:

    ... The only way I see Russia attacking a Baltic country is if the Russian population is abused by the governments of those countries. (Which I don't think is going to happen.)  

    Doesn't have to happen - Russia just has to say it's happening.

    9 hours ago, Vanir Ausf B said:

    The only reason I can think of to stay would be if Russian internal politics required it, e.g. to protect oppressed Russian minorities.

    And the fact that the whole "protect Russian minorities" thing is just a pretext is ever more apparent when one sees how well Russia treats its non-Russian minorities - eg. the escalating mistreatment of the Tatars in Crimea.

    9 hours ago, Codename Duchess said:

    Thing is the most realistic scenarios for Russia intervening (protecting ethnic Russians or some variation thereof) would require some sort of long(er) term occupation.  Smashing the Baltic Military and leaving will just have a bunch of pissed off citizens looking to avenge their brothers/fathers/neighbors etc against those very same ethnic Russians.

    Exactly - playing this "we can invade and mess you up for oppressing ethnic Russians" card creates and stores up potential oppression. ie. I wouldn't want to be an ethnic Russian in Donbas when this whole mess is over. The "evil Ukrainians hate us Russians" claims of oppression may not have been 100% true when it all started, but it sure is the case now.

  4. 3 hours ago, Lt Bull said:

    You do realise that the speed at which an AT-gun can execute this move has a large bearing on the practicality of such a move.  The longer it takes to execute this move, obviously the more vulnerable and less effective the AT gun will be.

     

    A deployed Pak40 can move roughly 1 AS per turn.

  5. On ‎19‎/‎04‎/‎2016 at 3:25 AM, Erwin said:

    Love what Juju has done.  However, I have to admit I do like the Marco Bergman weapons UI mod that shows caliber and range. 

    I like a lot of Juju's mod, but also prefer Marco's in this area for this specific reason. ( also, his compass is the best :) )

    Good thing usually you can mix and match happily.

  6. On ‎16‎/‎04‎/‎2016 at 5:35 PM, womble said:

    For infantry, the "Face" command will jigger around with where a given element's subelements set up.

    This.

    Particularly for Heavy Weapons like HMG's and ATG's, slight changes of FACE during Setup will cause it to jump around in the AS.
    I often end up with these weapons facing in pretty peculiar directions, but as soon as the battle begins, changing their FACE will only cause them to rotate, keeping the position you so carefully selected :) 

  7. On ‎01‎/‎05‎/‎2016 at 9:25 PM, CCIP said:

     I think the difference is that the game doesn't consider houses to be small enclosed spaces in the same way as bunkers, so a PIAT hit just creates a small-sized blast when it hits.

    Well, as building interiors are abstracted, it makes sense that only some of the men in the house are going to be in the "room" the PIAT / HEAT hit.

  8. While my experience is not combat related and thus lacks all of those "extra gear" and "sleep deprivation" considerations, I have crawled** extensively during caving expeditions and I feel that troops should perhaps reach at least 1 more AS than they do before becoming Tired.
    Speed seems ok taking into account the extra equipment and fear etc.

    ** : low crawling ;) often in as little as 20- 25 cm

     

  9. You can set it up now - it will work although it will have the little "frowny face" icon to indicate it doesn't know what game you're talking about.

    Just create a new install and point it to the correct folders ( use one of your existing games to figure out which goes where ).

  10. Probably.

    It's an unavoidable thing in the game engine that turns tighter than a certain amount will cause the vehicle to pause and swivel a bit before continuing. :angry:
    Somewhat annoying, but it is what it is and unlikely to change before the game engine changes.

    I suspect this is what you experienced.
    The only workaround is to plot smoother turns - I use multiple waypoints to smooth things out around bends. With a little practice you can (almost) eliminate the problem.

×
×
  • Create New...