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Sgt.Squarehead

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Everything posted by Sgt.Squarehead

  1. Very cool to see a direct comparison, in context, so to speak.
  2. If 'Bail Out' is an option, why not save the game, then click it.....Nothing to loose then, is there?
  3. That would be very cool.....I've done my best with the map and it would be great to see it getting some use. The scenario itself is very basic, but on such a big map I'd imagine there are a lot of different ways things could turn out (there are some very long LOS opportunities, but still well within the range of the heavier weapons at your disposal). Always open to suggestions, recommendations etc.
  4. Ahhhh.....It sounds like the gun crew are also the vehicle crew, so as @Freyberg suggests, you'll need them to be stationary at their destination for the dismount order to function.
  5. Huh? 'Fanatic' is a motivation level and can be set in the editor.....They don't surrender, ever.
  6. That may be the guy I (very loosely) based 'Abdul Gul' on in my CM:A Blue campaign.....It's a while since I looked at it TBH.
  7. Now that's a comprehensive list. I seem to recall that there is a second part to "The Bear Went Over the Mountain".
  8. I need two, who want what should be a very even fight with each other.....How even it actually proves to be is what I'm hoping to find out. The forces on either side are identical, but the terrain may favour one side or the other.....There's certainly plenty of it to use! Current iteration is here: https://www.dropbox.com/s/1he8c6jhk9c9l03/[Test] The Opium War 2p.btt?dl=0 Keep in mind this is 2p Only there are no AI plans.
  9. Not dismissng the huge work that the team have done.....Just pointing out that all the pieces appear to be in place to do even more in the future. I know things are never as simple as we'd like, but it almost seems silly not to, given that the units already exist in CM:SF2.
  10. Said @BFCElvis changing the subject! It's a very nice gun, but you can do an awful lot more with an IED Triggerman....."Bye, Bye Bridge!" for instance (among countless other options outside those the unit was originally intended for). Same goes for pretty much all the Uncon units as we've seen by the creative ways they have been used in numerous CM:SF scenarios.
  11. Are there really not two CM:A players who would like to kill each other on my map?
  12. I've suggested in the past that Uncons should be able to administer Buddy Aid to opposing units, essentially finishing them off (all wounded would be killed) and stealing their guns.....This would give a player a genuine incentive not to leave anybody behind in the presence of Uncons and it would make them a much scarier opponent to boot (as they should be IMHO).
  13. That's a fallacy, they had the uniforms long in advance of the cold weather setting in.....What they didn't have was the means of getting them to the frontline, it was a choice of that or fuel, food & ammo.
  14. Real shame as it is such a cool game, the Uncons are properly structured as Mujahideen Battalions or Tribal Groups and thus can be played in a coordinated way with Iron level C2 rules.....The Uncons in CM:SF2 are utterly incapable of coordination and have NO radios (which hardly matches what we have discovered on the battlefield in the years since the CM:SF TOE was first formalised).
  15. See my post above.....Absolutely everything needed to model them exists already, the units just need new models/skins. If @Battlefront.com could be persuaded to give Spies back their ability to administer Buddy Aid (ie: loot weapons) there's even more that could be done.
  16. I've been pleading for Uncons (& IEDs) across all the titles, designers don't need to use them if they don't want to, but there would be a metric s**t-ton of options for those who do.....If we had them. IMHO it would be wise to add them for BOTH sides as I beleive Partisans are being added with this pack too.....TBH the core mechanics of CM:SF's Combatants, Fighters, Spies, Spy Forward Observers & IED Triggermen could all be used in any of the titles, as Maquis in CM:BN through to militants & paramilitaries in CM:BS. VBIEDs maybe not so much though. PS - The CM:SF2 Uncons could use some tweaking TBH, they have no radio comms whatsoever as it stands, despite using taxis for their primary transport.
  17. Was talking about a module for CM:BS there, @mjkerner but sadly I've come to the same conclusion.....Unless we can somehow acquire the legal rights for CM:A, it is essentially a Dead Parrot.
  18. Yes.....Yes they are! I'm hoping to start making some 'postcards' of my current project, 'Wai-Bong Bay' in the new year.....It's kind of different from your normal CM:SF2 map, it's largely designed for boats!
  19. Getting those Panzers to the front was rather more problematical for the Germans than it was for the Allies.....Bomber Command again (apparently there were some Yank bombers too).
  20. To be fair I was thinking more of guys in trenchcoats & fedoras, maybe swapping out their MP-40 models for Thompsons.....With a bit of imagination (& a few mods) you could make use of the new Opel saloon car and some Soviet trucks to get some real 'Al Capone' action going.
  21. That game is scary compared to CM:SF2. It also feels kind of tiny compared to what you are used to if you have the CM:SF2 Bundle, there just aren't enough unit types for scenario designers to be particularly creative.....Hopefully we'll see a module soon.
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