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Baneman

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Everything posted by Baneman

  1. I'm with Bulletpoint here - for me a movement command will always end with a Face if they're not getting a Target. Beware - I have found that the arc only kicks in when the last team member arrives. So early arrivers may still give away their position by banging away with their rifles until the slowpoke arrives and the arc takes effect. When it really matters, I give an arc at the 2nd last waypoint ( I can then override it with a more precise one at the final waypoint ). I discovered this when sneaking a schreck team into position once with a beautiful Cover Armour Arc at the final destination. Only to have it all given away by the loader who took some potshots at nearby enemy before his slower-crawling buddy could get there.
  2. Seems very time dependant. I have pretty good broadband, but downloading from the US in the evening (post 5pm UK time) is achingly slow - ie. also "3 hours for the demo" slow. Trying in the morning (8am+ UK time) it's 20-30 minutes.
  3. Thanks Heinrich. I feel all the better for having crushed him ! Mwuhahahahah ! Erm, sorry, don't know what came over me there Bit of a "savour the moment" thing. I certainly hope more people are inspired to try light armour engagements, they're a blast ( as long as no actual tanks are around ) Edit: Sorry no pics yet - the Cricket T20 World Cup Final kinda got in the way
  4. Well gents, apologies for the long delay, my time schedule and c3k's differed badly. He couldn't do turns in the week and I went gallivanting around the Scottish Highlands for an extended Easter break. We decided to push through to a Ceasefire this weekend and I'm happy to report that we have in fact completed. Feeling like he had no options left, c3k went for a "Light Brigade" action ( except I don't think there was any confusion about the orders ). It went about as well as the original. I have to sort through the screenies for the last 4 turns and then I will post it all up later today. Thanks for listening .. er .. reading. This is ThreeDo... wait, that's not me...
  5. In all titles, there is a smallish chance that the weapon of the KIA/WIA soldier is itself damaged and it wont then be recovered by buddy-aid. ( no, you can't tell in advance )
  6. I'd think that by using predominantly Green or Conscript troops, you could already simulate fairly brittle troops in this context. Maybe some minor tweaks would be needed, but as long as you dialled down the number of Regulars ( and practically excluded levels above that ), you shouldn't be too far off.
  7. I sure hope not, this has long been a hope of mine. Just think about it - Panzer I's and II's running all over the place, Panzer III's with the 37mm popgun, dinky armoured cars, big scary (but slow) Chars, AT rifles ruining everyone's day... The bonus Beta AAR gives some idea of what fun can be had with light armour and in 1940 the infantry would be very different too. I certainly live in hope.
  8. Crew of the vehicle PLUS crew of the mortar.
  9. Not so rare - and if you check out the first page of my first Beta AAR, I posted a couple of pics of Sturmgrenadiers' halftracks showing their ammo load. ( at least 2k x 7.92K )
  10. Oh you lucky ******* ! Maibock is wonderful, but ironically (since we're closer to Germany than the States), bock is incredibly hard to find in the UK.
  11. Even without movement orders, vehicles will continue to try to get free ( you can see the tracks of tanks moving ). So once it's bogged, it will eventually either transition to immobilised or free, regardless of your actions. Personally I've not seen any correlation between type of movement orders and success/failure, but even after all these years since CMBN, my statistical sample is low.
  12. Speaking personally, I've always found that dropping the camera to level 1 and moving back and forth gives the best understanding of the terrain. It takes a little time, but the payoff is worth it.
  13. 11 Minutes from pre-order mention to asking when it will be released. Well played sir !
  14. Here you can see my movement into the town. The 251/1 and 251/17 both have no weapon, so with the 250/9 arriving, there will be 3 targets. One has teeth, the others are distractions. The Drilling is in front of the 234/1 in the street ( it actually bogged ). The 222 is a bit hard to see in the fog and the Company HQ has arrived to stiffen the resistance of the grenadiers now that their platoon HQ is KIA.
  15. Now that most of the enemy infantry appears to have pulled back from the first row of town houses, the "fraidy-cats" Sturmgrenadier team will move back to their original abandoned position, reinforcing their teammates "the real men". My mortar is retargeting the cemetery to disturb any "rallying" that might be going on there.
  16. Up in the Nameless Woods, the New Lynx has backed out and is waiting for the 251/17 to join him.
  17. Nearby the running teams lost first a man to some 20mm ( #1 ) and at the end of the turn, the Sturmgrenadiers took out another from the other team ( #2 ) Mr U-turn does not appear to be stopping soon either.
  18. More News ! More bloodshe... actually, very little happened in this last turn In town, this pair of jokers showed up near the top floor of poor Andre Blum's place of business. They took a few potshots at my surviving sturmgrenadiers, but the return fire was ferocious. A recon team back on the hill near Lt Gruber's little tank also let fly with their MG42. You can see one of the mortar rounds landing behind the house. I fear the horse has bolted, but it might have hastened it on its way. With a large firepower disparity, the end was inevitable....
  19. I've certainly seen that - first the foliage goes, then, a hit or 2 later, the trunk.
  20. Finally, just in case Audie Murphy is on the enemy side, the newly arrived Drilling works over the Old Flame house.
  21. The Sturmgrenadiers who ran away from the flames also take a shot at Mr U-turn. They miss, but then they see another unit trying to loot his commanding officer's body. They at least put a stop to that.
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