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rocketman

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Posts posted by rocketman

  1. I had a strange thing happen to me in the scenarion "Two Bridges". I haven't played that many scenarios with tanks so what I'm about to describe might happen a lot, so bear with me. At the same time I had two tanks each facing a spotted enemy tank (turrets facing each other). I had them both set to fire their main gun. I guess the enemy must have spotted me (eventually). What happened was this: neither of my tanks fired and nor did the enemy tanks as this went on for two turns (before I tried something else). Stranger still was for one of my tanks the left hand indication was "Commander/gunner: aiming, firing, reloading" without either firing MG/Main gun. It was like a wild west stare down - who would fire first...? No one did. So I moved both tanks and one was promptly destroyed.

  2. Just turned 40.

    When's this life everybody keeps talking about supposed to begin?

    Maybe I should check the mail.

    Just turned 40 too. Can't decide if it is the end of the beginning of my life, or the beginning of the end. In either case, CMBN keeps my young at heart, I enjoy playing games just like when I was a kid. It never gets old. Say the word "expansion" and I go:D:D:D:D

  3. Welcome to the game! First of all, enjoy it and learn from mistakes that are bound to happen. I find that time limit is sufficient in most scenarios, but it is also a factor that affects your tactics. Once you get a hang of it, you might even appreciate the strain of operating under a tense time limit.

  4. I read an article on infantry tactics in la Bocage Normande and fequently they would area fire on long stretches of hedges to facilitate the advance of other troops. I find that area fire in CMBN is directed too much at a certain point, even if it is an entire sqaud laying down the area fire. Since the purpose is suppression and making the enemy keep his head down I would like to cover a wider area at the same time - hence introducing the area fire cover arc. What do you think? Would you use it if available?

    Edit: Maybe cover arc isn't the best of names, maybe linear target for infantry is more like it.

  5. I opened up the scenario Last Defence in the editor for the purpose of adding earth tiles to the gaps in the long line of low bocage guarding- oddly- the first row of houses facing the assaulting Germans. I then discovered that there were NO gaps in the bocage, effectively channelling the demo charge lacking Germs into two implausible kill sacks. In the next version the maker/adapter might consider turning the bocage into hedge tiles.

    Spoiler alert...

  6. This might be a case of being unlucky or remembering CM*1 differently, but it seems that the AI now is very good at punishing you with mortars and artillery. It has happened several times that I've had infantry in good firing positions that I don't want to abandon and then, after 4-5 min, the shells start pouring down on my position. This or I just left the position. I'm trying to remember (this is hard...) not to stay stationary for too long, but sometimes you just don't want to push forward too hard. What are your experiences with this? Did this use to happen in CM*1 as often?

  7. Well then, click on the requesting unit and trace the green line back to the soon-to-be-firing unit. That should solve the problem.

    Michael

    I'm finding it hard to describe what I'm after, but consider this:

    Large scale scenario (like Bloody Omaha) with tons of units and mortars to keep track of. So, I'm giving orders, one unit at a time. I come across a deployed mortar unit. In an instant (without tracking all available HQ/FO units) I want to figure out if I should either move the unit or let it stay put to receive the artillery mission, without causing delays/interruptions/poor accuracy, by moving. As far as I can tell, the only way to figure this out is to check all HQ/FO units one by one. I don't want to do that. It's ok in small scale scenarios.

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