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Field Marshal Blücher

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Posts posted by Field Marshal Blücher

  1. Just finished it, without spoiling anything I will say the ending is quite satisfying. I love how units that carry over in campaign missions retain their kill counts, some of my squads really racked up a high score.

    Overall not too difficult of a campaign, I only lost 5-6 guys on each mission, but it was highly enjoyable and I loved the small unit tactics. Hope to see some more stuff like this.

    Excellent to hear, this is exactly what I was going for. Very glad you enjoyed it! :)

  2. Which Division/Regiment will it be so we have an idea of what we're in for? I'm definitely interested :)

    C Company, 1/508 PIR. Although be aware that the campaign is historically plausible but not historically accurate.

    SPOILERS (that you may wish to read, Clavicula_Nox)

    In other words, be aware that knowing what actually happened to C/1/508 PIR will not help you at all in the campaign. ;) I did pick C/1/508 PIR for a reason, which we can discuss later, or if you don't mind a substantial amount of the campaign being spoiled.

    END SPOILERS

  3. Looking forward to it, FMB. Will the campaign's battles have your own custom maps, or use the stock ones?

    All my own maps, faithfully recreated from Google Earth. (In case you're wondering how I finished this so quickly, I started the campaign when the game was in early Alpha and there were almost no working scenarios to play! :D)

    Glad to see some excitement for this--hopefully it lives up to everyone's expectations! :)

  4. I thought not! :D

    Coming soon to a Repository near you, I present: Devils' Descent, a campaign designed to immerse you as completely as possible into the role of an airborne company commander on D-Day. The campaign is based around an extensive narrative with characters based on real-life individuals to give them distinctive and believable personalities. Furthermore, you are given several choices throughout the campaign that can substantially alter the course of the action. There are two important notes that you should be aware of:

    First, some of the characters in the narrative are based on people who swear like sailors. This campaign has some seriously M-rated language in it. If that bothers you, I suggest you avoid reading the narrative (which is easy, since it's all contained in the Designer's Notes).

    Second, those of you who are aware of my CMSF work know that I imposed punitive casualty limits in my CMSF campaigns. I've gone the other way around here. You're an airborne company on D-Day; you're expected to take heavy casualties, so there is no penalty in any mission for taking heavy casualties. However, somewhat compensating for that is that there is NO replenishment. If, in your judgment, you took excessive casualties, you may wish to replay a mission in order to make later missions possible. Or not, it's up to you! :)

    Please enjoy, and leave feedback in this thread or on the Repository! :)

    -FMB

  5. Fitness is not equal to fatigue, but it's very, very closely related. Basically, fitness is the general level of conditioning of the troops. So "Fit" troops will tire more slowly, whereas "Unfit" troops will become exhausted very quickly if they have to do any strenuous movement. Fatigue is accounted for separately, but is very closely related to fitness. There are several fatigue states, but they cannot be set in the editor. The states are "Rested," "Ready," "Tiring," "Tired," and "Exhausted."

    EDIT: OK, three answers that all said different things! YAY! :D

  6. Believe me, effective enemy AI artillery spotting has stopped my forces more than once. They can be so effective that scenario designers sometimes deliberately make life difficult for the FO in a effort to balance the game. Limit his field of vision, restrict the number of radios on the map, or restrict the amount of ammo available. If you wan to stage an infantry vs infantry fight you don't provide four FOs and 30 artillery tubes for one side.

    God yes. AI-controlled artillery can be absolutely BRUTAL. Don't worry about the AI artillery's effectiveness. Well, worry about it, but in the "Oh God where did my platoon go" sense. :D

  7. I wasn't being rude, just: a) impatient (10 years is a long wait) and, B) pointing out that "in the next weeks" is normally considered less than a month + 2 days.

    Sorry, my post was a little unclear. I meant that I didn't mean to sound rude with what I was about to post. Also, I misunderstood your original question. So, my apologies! :)

  8. Does this work in CMSF too? What if, say, you have a Javelin team that runs out of ammo, can they stand by a squad with Javelin missiles (who lack a launcher) and use them?

    If you have the latest patch, yes. :)

    I guess while I'm on a similar topic, if you have a squad "acquire" something from a vehicle, is there a way to put it back? There have been a couple times where I figured I would make a two man HQ team into a Javelin team, but I accidentally clicked the 2x Javelin missiles, which meant they were now full and couldn't carry the launcher itself. There seems to be no way to put the missiles back. A "d'oh" moment if there ever was one (and I have done this several times).

    Sadly, not yet. I think most of us would like to see this functionality put into the game, though!

  9. While this link is awesome and useful, and everyone should look it over at least a couple of times, it's not really answering the OP's question. He doesn't want to know what types of battalions there are, he wants to know what the composition of individual battalion types are. ;)

    To his question, I will respond: As historically accurate as they can be. Without going into NDA-violating details, I read a lot of what went into the battalion TO&E, and I can say for sure that the guys upstairs are doing everything they can to make the battalion structures as accurate as possible.

  10. Do you guys also include SS and paratroopers for that 1st release since they fought VS the american in Normandy?

    No. This page has the list of all of the units that are included in the base release. Basically, BFC acknowledges that FJ and SS did fight the Americans, but less often than the Brits did and it was just too much work to fit them AND the Wehrmacht into the base release. FJ and SS will be included in the first expansion module.

    Do soliders dug in foxholes?

    The soldiers themselves don't. The scenario designer allocates foxholes to whatever side he deems appropriate.

    How is the campaing mode? What I really enjoy is that campaing gameplay when you can lost terrain and gain terrain and you move through map. Do you guys offer this also?(just like CC2)

    The CMBN campaigns will be different. They consist of a series of self-contained missions. If you wanted to, you could probably set up a campaign that works as you describe, but the stock campaigns don't really work like that, if I understand you correctly.

    Do your force pool follow you through the campaing?

    Yes.

    If by the end of the round it`s still not a overwhelming victory controling all VL(objectives). Do you still fight over the same ground to move further in the map?

    Not necessarily, and in most cases no. What happens after a battle in a campaign is set up by the campaign designer.

    What about Modding? What mods consist in CM? new tanks or whole new scenarios?

    You can make your own scenarios and campaigns. Furthermore, you can mod textures and sounds, but you can't mod anything that affects gameplay. For example, you can make a Sherman pink and sound like a mockingbird, but you can't give it the 120mm gun of a modern Abrams tank. Clear? :)

  11. You'd have thought the BAR would have been a natural for the Airborne, but perhaps it's too long to jump with or sumfink? I know they were issued to the Glider Infantry.

    It's possible that the Airborne deliberately decided against the BAR in favor of the M1919A6. I have no historical evidence to back this up, but I've already made a CM:BN campaign (to be put on the Repository when the game launches) about 1/508 PIR on D-Day, so I've played a LOT with Airborne forces and as a commander I much prefer the M1919A6 to the BAR. Don't know how much fun it would be to carry, though! :D

  12. Which makes me worried about the maps we're going to see in this game. Is it just a limitation of this particular QB map, which was intended just as a testing ground for a Mark IV vs. Sherman match? Or are these shortcomings due to something about the game itself and the limitations of the way it does buildings and objects? Some of the other screenshots I've seen looked like they had plenty of Norman flavor, walls, etc. So I guess we'll have to wait and see.

    Don't worry about it. Not sure how much I can say here (don't know how much my NDA applies to maps ;)), but I don't think you'll be disappointed. :)

  13. What on earth is l33tsp33k.? Is it textspeak?

    l33tsp34k (gotta correct the guy who originally posted it ;)) is something like, well, "l33tsp34k." :D It's when people use numbers and other symbols that kinda-sorta look like the letters they're replacing. So, "leetspeak" becomes "l33tsp34k" or in an extreme case something like "13375p34k." I'm honestly not sure why people do this. It takes more time than just typing the word out. :rolleyes:

  14. There was a bit of talk about CMSF only players struggling with CMBN PBEM because they will not understand enough about penetrations. Personally I think the ease in which stuff gets damaged/killed in CMSF should embed a nervousness (ie my best units could get killed or rendered useless anytime/any range) that will hold them in good stead in CMBN QBs

    Agreed. I'm not sure where that perception comes from. I'm mostly a modern warfare guy, but even before I started testing CM:BN I had a pretty good understanding of what would penetrate what. I was wrong in a few cases, but they weren't too significant and I don't think they would have put me at any substantial disadvantage in a PBEM.

  15. However, in CM:Afghanistan the scenario designer cannot assign victory points for exiting units off the map.

    Not quite true. ;) The way it works in CM:A is that the scen designer assigns a "Destroy" objective for the other side. If the units don't exit, the opponent gets points for destroying them.

  16. I'd rather see the Free French Army in the third "Battlepack" module but maybe the partisans would be a better seller, at least in the US, as they would certainly be more different. More than either though I'd like to see Ostbattallions for the Germans.

    Me too. The Free French regulars were way more likely to get involved in the type of battle that CMBN simulates than the resistance was.

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