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zwobot

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  1. You mean it should be over there:: http://www.thefewgoodmen.com/tsd3/search-2/#search/category=CM+SHOCK+FORCE+[SCENARIOS] ? Only a few individual UK, USMC and NATO campaign missions are listed in the CMSF scenarios section.
  2. Are those still hosted somewhere? I could not find it in any of the repository-replacement sites.
  3. Looks interesting. Do you have any rules for initial recon ('?' symbols visible at CM scenario start) in the assault phase? E. g., if units spent at least 1 PzC turn next to each other without moving the initial recon in the CM scenario will be set to 20% and it will go up with each subsequent PzC turn without movement or assault action... The above is only a suggestion, maybe it is too complicated to track already. Nevertheless any simple rule for initial recon would be a nice addition.
  4. The Airborne Assault series games are very good operational level games. When I first found out about Highway to the Reich I was thinking: "How could I miss this game for so long". All in it is very enjoyable! The sentence "easy to play but hard to master" is 100% true for these games.
  5. In this movie it is demonstrated how an infantry squad could be employed as recon patrol: At around 13 minutes you see how the squad approaches a suspected enemy position. The squad splits up and three men (including the squadleader) keep advancing towards the suspected position while the rest of the squad remains covered and concealed. The team approaching the position freezes after a few meters and pretends to have spotted enemies. They runs back into cover. If the suspected enemy position was a real one, they might feel identified and open fire and reveal themselves. If nothing happens it is more likely that the area is clear of enemies. This will hardly work against a human opponent in CM though.
  6. Ah, yes. I know that one. I've played it once on every side in singleplayer. It was fun.
  7. Only 2 Red vs Red and none Blue vs Blue... Can anyone recommend more Red vs Red and/or Blue vs Blue?
  8. Lo escribiste muy bien packito! No comprendo todo pero con el contexto y las fotos está bien. Me gustaría leer las próximas partes.
  9. Recently I found out about a so called Progressive Command Simulation Series for TC2M (Take Command 2nd Mannassas – an american civial war realtime wargame on battalion to corps level). It roughly works like this: Players are organised into two armies with a division to corps and/or army level hierarchy. The army and/or corps commanders give orders to the division commanders via email groups. The division commanders then communicate with the „game master“ - the only person actually playing the TC2M game for both sides – to order their brigades around. All the division commanders receive situation reports from the „game master“ which have to be passed on to the higher commanders. The mechanics and rules are described in greater detail in a manual. (I'm not sure it is allowed to post any links to the manual or the forum so I won't do it. You can easily find the manual in the Command Simulation section of the Madminute Games forum as well as some simulation practice threads where you can get a feeling of how this works in practice.) Do you think a similar command simulation could be adapted to the scale and (seemingly?) more complex battlefield of CMBN or CMSF? Maybe there are even active command simulation players registered in this forum who could give some more detailed insights and opinions?
  10. Erik, what you describe is known as a target reference point in CMx1. I was hoping they would make it into CMSF eventually but now the last module is released and they are still not in and probably never will be.
  11. I don't know of any popup or context menu when using the pause command ingame. It cycles through the various options (no pause, 5 seconds, 10 seconds, 15 seconds, 30 seconds, 45 seconds, 60 seconds, 75 seconds, 90 seconds).
  12. There are no popups in this game whatsoever. There are only context menus in certain situations, e. g. when you place a movement waypoint inside a multi-story building you can select the floor to move to or when acquiring weapons and ammo from a vehicle there is a context menu. Troops wait to execute their move order from inside a vehicle until the vehicle reaches its last waypoint.
  13. Good read again jnt62006. I hope watching your video AAR will (at least partly) answer this but I'm going to ask anyway: the engagement area is supposed to be your main kill zone where you open fire on the enemy forces and want to destroy them, right? Now it is very unlikely that all of the enemies will move through a defenders relatively small killzone at the same time. So when do you actually start to engage? If you wait to long the enemy will be very close to your battle positions or even spot and engage you before you do. If you engage too early (not enough enemies in the killzone yet) you might destroy some enemies but this will also give him time to take another avenue of approach which you might not have covered (<- I guess this is a situation in which a reserve would come in handy). Of course in this scenario the enemy AOAs you predicted all converge nicely just in front of your defensive position which leaves less options to the opponent to bypass your defenses or flank you. However the questions remain valid I think.
  14. I only play WEGO in PBEM. Although RT is a nightmare if you have to manage more than a company on a big map I still almost exclusively play RT even in singleplayer.
  15. Thanks for the answers jnt62006 and gibsonm. I will take a close look at the second tutorial, I kind of skipped it to some reason. Guess I'll be back with more questions once I've read it and tried it out in the campaign or single scenario
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