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rocketman

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Everything posted by rocketman

  1. Luck be with you most worthy designer for embarking on such a momentous task. Will be patient and wait...
  2. What I'm looking for is something that shows before the unit comfirms a request, but after the HQ/FO confirms the mission. If you click on HQ/FO you see lines from both units. If you click the mortar then none initially. That's what I want. I guess it might not be true to life as the unit is not yet aware of the mission, but for game purposes I feel it is vital, so that you don't move the wrong units causing delays or failed missions.
  3. Is there any chance you can share that mod with the rest of us? Please :-)
  4. Unless I'm entirely wrong on this point, but I think that line appears when they have received the order and start spotting, before that - no line. The risk is that you move a mortar unit intended to stay put and deliver the order they are in the process of taking care of.
  5. Two things I miss: 1) An icon in the UI for unbuttoned tanks. Right now it is hard to see if it is and you have to zoom in to tell. It's a hassle. 2) An easy way to tell if a mortar (active) unit has been contacted for an artillery mission, prior to start firing.
  6. I have not tested this, but what if you keep the existing "Target", mark the line and click for "Target Light" instead. This works for movement orders.
  7. I didn't - like the pressure of time, even if it makes you make drastic choices.
  8. Cassino! Good luck with that massive task. Read a book about it and would like to try it as a "practitioner".
  9. Is it possible to combine this with a gridded version?
  10. In general, I like the idea - especially benefit #3. I think it would work for artillery, but from what I've read about pre-planned air strikes, they were sometimes wildly inaccurate and caused friendly casualties, which would stop the scenario dead in its tracks.
  11. Can't remember their experience/motivation/leadership, but I guess an AT team should be on the lookout especially for tanks, the sound of them or their guns. I'm chalking this up to a severe case of bad luck and an extreme situation that the game didn't handle all that well. But then again, it is a game - and a damn fine one too. +1 for the dialogue!
  12. Unfortunately no save. I think spotting should have been achieved by sound if nothing else.
  13. I wasn't really complaining, just thought it was odd. I think there should be some parameter when facing a close imminent and lethal threat that would void the cover arc. But I agree that if you have an arc at 150 meters, they shouldn't take pot shots unless faced with grave danger.
  14. It was just 5 meters behind them, but not spotted. But they MUST have heard its engine, MG and gun. Didn't know about the SHIFT-thing for a circle-arc. Will try that next time.
  15. I had a shrek-team with a cover arc, facing along one side of a house to blast the first tank to pass by - or so was my idea... The other side of the house was covered by other units in order to keep the shrek-team safe. However, those units got suppressed, so a single tank snuck by on the wrong side of the house and promptly parked right behind the shrek, but didn't see it at first, and started to fire HE/MG at other units. The strange thing is that the shrek-team didn't even react to what was going on some 5m behind them, nor did they turn around to fire or to take cover in the nearby house. This doesn't seem very realistic. I understand that all situations can't be programmed for, but this seemed like a case when the cover arc/face commands where way to strict. Could it be the case that it is never expected to have units directly behind you and therefore the cover arc command remained.
  16. Can soldiers from one platoon do buddy aid/get ammo/weapons to soldiers in another platoon/squad? I know that you can't do that with sharing ammo.
  17. I have downloaded all scenarios apart from Das Dorf des Todes which I couldn't find in the repository or the web - where can I find it?
  18. I saw a recently created thread about good H2H scenarios, so I thought I'd give vs AI a go. My favourite so far is Pointe du Hoc.
  19. Indeed, that is the question. I'm not sure what is most effective, to pick targets or leave your troops to pick them. To me it seems to be either or. This is not considering covered arcs. Are there situation when you should always pick targets manually?
  20. I like this idea. Is it possible to make a special shape icons for ammo bearers - I always loose track of them and use them as regular infantry.
  21. Is it possible to blast through "hedgehogs"? I'm currently playtesting an Omaha Beach scenario and want to know before wasting troops on it. It says nothing about it in the manual.
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