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rocketman

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Everything posted by rocketman

  1. So, I'm in a sutuation where I have an HQ setting up an arty mission. After a couple of minutes I suspect that there might be some incoming arty my way, so I want to get the heck out of there without disturbing my arty mission too much. I've looked in the manual and it states that maintaining C2 during arty missions is vital (or something in that vein). Would these conditions be correct? 1st phase - Receiving: My HQ needs to stay put or the radio connection will be broken. 2nd phase - Planning: My HQ can move and setup a new position with new radio connection. The planning phase might be delayed until connection is re-estblished. 3rd phase - Spotting: My HQ, in its new position, needs LOS to the target area and stay put for the spotting rounds. 4th phase - Fire: The HQ is again free to move, since corrections to the mission isn't made during FFE.
  2. I guess a huge factor is how quickly you manage to take the bunkers out. A key success for me was keeping the mortars alive to do their job on the trenches.
  3. I've now finished the beach landing and what a terrifying experience, but a highly recommended one. It replicates the terror of the movie, men dying everywhere while you try to get off the beach. Well done! And a beautiful map too. My only concern might be the time limit (2h) - I got a total victory in 45 min. Maybe I was lucky. Or good . Or both... Now for a more quiet second scenario, or so it seems....
  4. Not only annoying, but if you're in a tight spot to get that last mission object and all you need is about 100 rounds, and there are a lot of "buddies" lying around refusing to "hand over" their ammo - it results in failing the mission. :mad:
  5. I would just like to know what your experience is with buddy aid and getting ammo. To me it seems that too often you get "big weapons", rather than getting ammo for weapons your pixeltruppen already have. In my current scenario I'm running dangerously low on ammo, but buddy aid is giving me none (that I can tell...), but rather more satchel charges, bazookas, mg:s and such, often without ammo too.
  6. The beach landing is a blast, albeit a scary one so far. Great work! Question: can you scale the bluff at any other point than the gap where you're supposed to blast the wire? Minor comment: the brief should have info on the reinforcements.
  7. Forgot that function, but I feel the search should yield the same result.
  8. I'm trying to get a complete set of Aris's mods, but don't know which ones I'm missing. When I search the repository for "Aris" or his real name I only get a list of some 10 mods. Is there any way of getting the complete listing? I'm feeling stupid...:confused:
  9. That can be caused by the framerate setting of FRAPS used to capture the video.
  10. Oh, joy - for a second I thought you were about to quit modding. BFC should hire you
  11. Since this is starting to have the look of a winner - any tips on a book to read about the Carentan battles?
  12. Aris's hi-def textures are a great way of improving graphics, and so far I've noticed no problems with load on the computer.
  13. Has Tanks a Lot's buildnings really been released yet? Couldn't find them in neither the repository or at CMMODS. :confused:
  14. Ohhh, the memories. Probably my first real WWII game. Loved the solitaire style. I've thought many a times to give it a go again, but CM-games has taken its "space". Which is a good thing after all.
  15. There can never be too many beach landing scenarios in my opinion. Go for it
  16. If you find QB "dry" and not into campaigns - why not have a go at some of the excellent scenarios?
  17. Nooo, he can't hit a target from over 5m Gunners 4-ever!
  18. I guess I should give more "generous" target arcs to my shrek teams from now on. But I guess zooks still are pretty useless above 150 m - right? From what I remember from CMAK, PIATs where alltogether useless when CW comes around.
  19. That is a surprisingly high percentage. What kind of target? My hit was the front of a slowly moving sherman, coming more or less straight at me.
  20. My previous notion was that shreks where pretty much useless over 150 m. In the beginning of a battle I had forgotten to put a target arc on a shrek team, when a Sherman appeared in the far distance. The inspired shrek team took a pot shot and scored a whopping 290 m penetrating hit. I didn't take it out, but still...
  21. Please - make a Juno scenario I would be soooo grateful
  22. Great work, the grid sort of "ruins" the crispness, but I can't play without grid - upload to wherever suits you. Thank you for all your hard work!
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