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BremerWeltmeister

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About BremerWeltmeister

  • Birthday 02/09/1990

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  • Location
    Bremen
  • Interests
    Chess, Football
  • Occupation
    Pupil

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  1. Well, they were both. During the german attack on Poland they were fighting there, but after the situation was hopeless many fled via romania, hungary and france to england to continue their fight there. Poland as an onw nation would be unplayable because of their lack of planes, but as a part of the british roster they would fit nice.
  2. To the other question: If an (enemy) leader has the "Eagle Eyes" skill, there is a chance that you start (dis)advantaged if you begin at the same altitude. Btw: I would LOVE to see the polish planes represented, the PZL-11 could stand for the PZL-24 with "high performance" and "redline" skills. So how about an polish fighter and an polish bomber (the PZL-23 "Karas") in the british roster? Many polish pilots were fighting for Britain.
  3. I played the BoB against Kindred, both as Allies and as Axis. I lost the first one as British 15-36 while winning the other one 56-17. The first one was BEFORE the balancing, the secound one AFTER. The changes certainly don't imbalanced the campaign more. (I think i won an "higher" victory because i played already several campaigns and those were Kindreds campaigns 1 and 2) Maybe giving the British twice the victory points could help, but it still needs more playtesting.
  4. I'll play this campaign as british too. As one possible balancing possibility I would suggest of giving the hurricane +1 airframe, because it was considered a bit tougher then the spitfire.
  5. Eh? They CAN use them, it is not so difficult to tail an enemy. And if one such a card hits, it makes more damage then everything exept a 2:D that a spit can throw at you. And the wingman uses that +1 damage too, while tha spit wingman gets this puny -1.
  6. I just had an fight against JollyRoger, and some planes made akward moves up to end of turn 2 where the game finally freezed: I started by attacking his wingman, and my first 1:1 went uncountered. Then there was a huge lag after I played a maneuvering, and it gut countered by a barrel roll(!). I could counter this with my own, but i choose not to. Jolly told me that this BR should have countered my initial 1:1. After that the game went on, up to turn 2 where he was advantaged against my leader at low. I scissored, he countered with an ace and I tried another maneuvring a him, after that his element dived to very low! And it additionally stayed still advantaged. I could not react anymore because the game seemed to hang up and was waiting some time for a response until I and Jolly left.
  7. I know this "bug", and it is an error in the animation. If a bomber gets hit by a burst that would damage or destroy it without damage modifiers, than the "damaged" or "destroyed" animation is played nontheless. The Bomber is still there, but the animation may let you think otherwise.
  8. What I would like to see: Join with 2 elements on a 2on2 or Escort Intercepting Missions against the AI (already told) Various versions of the particular planes (Bf109g with Gunpods, -1 performance, +1 damage for example)
  9. I don't like this idea, because the randomness would make sometimes a huge disadvantage for the site fired on. Example: An BF-109k is tailing an Spitfire, which has only 2 structure points and one card (an ace pilot) left. The BF is firing an 1:1, and the Spitfire can let it pass (risking destruction if the shot gets the damage modifier) or counter it, which would make easy prey for the next attack. Now, everyone would let the 1:1 pass, but this uncertainity would make the heavy cannon armed planes much more poweful.
  10. I think that more damage against fighters would be realistic, too, but these planes should have a very low burst rating, maybe even -1 for heavy-cannon-only planes (like some later BF-110 and the jets.). Such a plane would have difficulties to fire on an enemy (it has to be tailing unless the pilot is an Marksman,) and the enemy could counter the cards more easliy because the enemy is firing less bursts. But if one hits, the plane would be instantly damaged or downed, as it would happen in real life with cannon fire.
  11. OK, nontheless tank you for the good work. przeciwczołgowe means antitank and was AFAIK used already in WW2. The other word that could be used would be przeciwpancerne (the polish word pancerz means armor [in the meaning of three inches steel]. Both those words are too long, so we should go with "miny!".
  12. Pole minowe means not "field mined", but "minefield". so it would be still correct for a minefield in woods. But that new version ist nontheless very good. If you maybe want so use a specific polish letter, you could try "uwaga! miny przeciwczołgowe!" for anti-tank-mines, but it may be too long, i dont know.
  13. I am making a AAR about one game, I am posting now the first part, I have to study now so I would try to finish it tomorrow. It is my first AAR so be nice I have only the demo so the battle was my P40N versus Tonys of the AI, all the pilots were complete rookies. I start at very low, while the japanese AI starts at medium, has the first turn and dives to low. "We spotted 2 japanese airplanes at our 9 o'clock high, probably Tonys. They spotted us at the same time and started to dive at us." My leader had a hand of one barrel roll, one in my sights 1:1, two in my sights 1:2, one in my sights 3:3, two maneuvering and one tight turn. I climbed to low and discarded the IMS 3:3. I attacked with my leader their wingman and fired the IMS 1:1, which was not countered. The wingman is now down from 3 ok 3 damaged to 2 ok 3 damaged, which means that he needs 2 more hits to be damaged and 5 more to be destroyed. "We climbed up to engage them, and I fired a short burst at maximum range against one of them, which made a lucky hit, but no apparent damage was seen." Now I played my both maneuvring cards against the wingman to fire my both remaining 1:2 cards, and both of the cards were not countered. With the 2 extra bursts for the maneuvres I fired both the 1:2 cards, which were again not countered. (apparently has the wingman drawn only offensive cards, not an single defensive.) After the first 1:2 the wingman was down from 2 ok 3 damaged to 0 ok 3 damaged, which means an smoking plane and lower performance and horsepower. The second burst lowered him to 0 ok 1 damaged, which means that the next hit is going to destroy the plane for sure. "The jap was disorganized after my hit, and I could use the initiative go get in an good firing position and fire 2 short, precise bursts at him. Both hit him in the left wing, and they destroyed one of his coolants, which was smoking and forcing him to lower speeds. Additionaly was his wing structure all shot apart. The .50 cals are excellent weapons." I end my turn and draw a IMS 2:2, a IMS 3:3 and an maneuvring, additionally I had one barrel roll and one tight turn from the first round left. The enemy turn begins, and the wingman fires a IMS 1:1 at me, which I let pass. "As I zoomed over the damaged plane, it fired on short burst and hit me with some stray rounds, but made no serious damage." The japanese leader now joins the fun and tries to use a maneuvering against my leader to get in an advantaged position, but I couter it with a tight turn. "The other enemy now tried to get in a firing position, but I was able to shake him with a tight turn." Then the leader fires an out of the sun 1:2, an burst card which is more difficult to counter. (A vertical roll or the rare ace pilot is needed) I have not one if those cards, and so the 1:2 in conjunction with the wingmans 1:1 bring me down from 4 ok 3 damaged to 1 ok 3 damaged. "After the turn I lost the japanese, only to discover that he hid in the sun from me. He came in fast from 2 o'clock, fired an short burst at my engine which was hit and was running rough, but I could not notice an loss in performance." My turn began again and I attacked with my wingman his wingman to finish him off. I drew an IMS 1:2 and a scissors, so I fired the 1:2. He countered with a tight turn, but fortunaletly (for me) the tight turn is countered by the scissors. He took 2 damage points, and his plane could not even withstand one single point, so he went "down in flames". The unfortunate pilot could not bail out and was killed. "I ordered Jimmy to attack the damaged plane and told him about the battered left wing. As he closed distance the jap was trying to turn hard to the left, but this only fastened his demise. Jimmy was able to scissor him and fire a precise snap shot at the now exposed wing, which was ripped away and send the plane down in a spin of death. The pilot was able to eject the canopy, but he could not jump out due to the high gravitional forces. He was killed as the plane exploded in a fireball on the ground."
  14. There is not any difference in shuffling and drawing the top cards, which are random then, and choosing a random card.
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