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Sgt.Squarehead

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Everything posted by Sgt.Squarehead

  1. I was definitely too, gung-ho.....Deliberately so TBH. My playing style and AAR both were heavily influenced by the Parachute Regiment Rules of Engagement that Combatintman introduced us to earlier in the thread. Once that RPG hit my pixelparas really did go mental (I've never used 'Assault' so much). Three of the KIA were from that single RPG, I didn't actually see it fired as I was up at the road with 3 Platoon when it happened (real-time is pretty unforgiving like that), I just witnessed the aftermath and the swift & bloody revenge. I'll no doubt play this scenario at least once more in real-time and a couple of times WEGO too, then it's into the editor time to see how it was achieved. As I said earlier it's a really enjoyable scenario, immersive even without mods and it 'feels' right. PS - The carnage at the 'off road rally' site was just staggering, two full platoons of really very angry Paras caught the reinforcements still in their technicals, the tyres went first so they didn't reach their presumed disembarkation point and then the mortar started to fall. There were no survivors (and no friendly casualties).
  2. (Big Spoiler Alert) You believe incorrectly.....The recon vehicles spawn at the map edge, the infantry spawn in the buildings.
  3. Squabbling has once again set in amongst the various Iraqi factions involved in this campaign, it seems 9th Armoured has now stepped in to break the deadlock: https://www.nytimes.com/2017/05/04/world/middleeast/iraqi-forces-west-mosul-isis.html
  4. Lucky Afghanistan. https://www.theguardian.com/world/2017/may/04/afghan-warlord-gulbuddin-hekmatyar-returns-kabul-20-years-call-peace
  5. Well, I finally have a copy of 'Taking It To The People' again.....Be intrigued to see which version it is. You had a couple of other scenarios I've not seen before too.....Cheers.
  6. It's 'Advance' to tile adjacent to building, then a new order 'Assault' into building.....Then hope they don't decide to run the long way round rather than using the charges. Works with walls too.....Here's a test file I made, play Red/WEGO/Scenario Author Test (don't shoot the Blue dudes): [CMBS]BlastTest.btt
  7. ////////////////////////////////////////// SPOILER ////////////////////////////////////////////////////// ////////////////////////////////////////////////////////// SPOILER//////////////////////////////////////////////////////////////// So here's my take on this one (Veteran/Real-Time).....Firstly, even without mods it's very jungly: My scheme of manoeuvre with 1 Platoon and the Co. HQ: When the reinforcements arrived I came to the conclusion that sending both platoons to the left would just create a target rich environment for the bad guys, so 2 Platoon went to the left following the route taken by the scouts, 3 Platoon moved through 1 Platoon's position and crossed the road, this was where things started to get interesting.....Just as 3 Platoon crossed the road behind Objective W a nasty scuffle kicked off at Objective V: The mortars followed by 2 Platoon's bayonet charge soon sorted that out, but just as my lads were regrouping a RPG hit 3rd Section causing five casualties! At this point the lads went a bit mental, so images are few and far between.....The last survivor got his in another platoon strength bayonet charge, then we mopped up and moved on: The local lads had decided to organise an off-road rally.....We brassed that lot up a treat and it was home in time for tea & medals: The last two lads made it aboard the chopper with exactly 50 minutes on the clock: Still looks pretty jungly to me, just a bit scorched here and there! Here's the outcome, satisfying 13-1 kill ratio, would have been much higher but for that bloody RPG! Excellent scenario, looks replayable, will give it another go later in the week.....Very impressed indeed (but I expected no less). PS - The only thing actually left alive on the map at the end was their artillery spotter, hiding in probably the only building I didn't actually send men through.....Lucky, lucky b*****d!
  8. No idea what the reasoning behind it is, but Pericles' surmise is correct, the units are quite close to the map edge in most instances and it would only require one or two more AI orders to have them move into position from a more plausible starting point. In my own CM:SF & CM:A scenarios when I spawn AI units deep on the map, there is always a reason for them being there and visual clues as to how they got there. Whether the player picks up on these is not really my problem.
  9. I'd be interested to see that thread, I was really surprised to discover that AI units would 'Blast' through walls, I haven't tried them against fortifications as most of my experiments have been in CM:A & CM:SF. I did search for 'Blast' related threads but didn't find any.
  10. Good job lads, this is a very useful resource you have created.
  11. IIRC CMx1 used to misidentify units based on the perceptions of the observer, I seem to recall a very scared regular 6pdr shooting itself dry at a 'Tiger' (actually a Pz.IV) and an overconfident Pershing losing a duel with a Panther (actually a Kingtiger).....I rather liked it TBH.
  12. I think AI moves can sometimes look different (and more menacing) in WEGO because the player has to sit and watch them develop.....An AI move that looks like a tactical masterstroke in WEGO game could equally easily result in a pile of butchered AI units in a real-time game where the player can respond instantly (if he's paying enough attention).
  13. Welcome aboard.....You've made a great investment, there is loads of great content for CM:SF out there, even more so when you have all the modules (which I strongly expect you will before terribly long).
  14. It's just a matter of time before that thing turns up in WOT.
  15. This won't go down at all well with the Reichsfrothers: http://www.telegraph.co.uk/news/2017/05/02/nazi-war-machine-spectacularly-inefficient-new-history-claims/
  16. Gimme some Challengers and the argument's settled.....There can be only one! PS - Since we're being pratts about it.....Rule Britannia!
  17. I'm proud to be one of those fellas, but it doesn't mean I have to in any way dislike the Ukraine or Ukrainians or even to take sides.....Frankly I wish both parties would see that they have a bloody sight more in common than they do to separate them and that the real enemy lies elsewhere. Qui Bono?
  18. It would be good to see more people playing CM:A, while it definitely has its quirks it's a very cool game.
  19. No track pads. Very cool to see the BT-7 running on it's wheels, it's very quiet compared to the T-34s that precede it.....Staggered to see a T-28 running at all!
  20. Couldn't see any CM:A over there, not a criticism BTW, just curious as to whether the game has any active players, it seems to have been quite widely overlooked.
  21. I think you are posting in the wrong forum.
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