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Field Marshal Blücher

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Everything posted by Field Marshal Blücher

  1. Also, look at some user-created campaigns if you don't like the main one. Webwing's Ghost Campaign is excellent, and I've heard great things about the TF Narwick Campaign (haven't played it yet though). They're available for free, so there's no point in not trying them . . . -FMB
  2. Those are just the default names for enemy formation groups when you are using unconventional Combatant formations. It's the equivalent of the US "Stryker Infantry (MOUT)" for example. -FMB
  3. That's generally been what I've noticed. Even "Point Targets" can't hit a tank-sized target with any sort of reliability. If you want to take out a tank with artillery, aircraft does the job the best; save your artillery for infantry and buildings. -FMB
  4. I actually once did have a use for a cease-fire just as you describe against the AI. I had been driving into a city, taken all of my objectives, but there was still some enemy resistance left. However, they weren't bothering my troops holding the objectives, so I just ceased fire. It was actually, I felt, a pretty realistic thing to happen--the attacking side seized its immediate objectives, but got worn down in the process, so they just held their positions and waited for reinforcements while the bloodied defenders held out in their last positions. -FMB
  5. I conducted an artillery effectiveness test in which I K-Killed two T-72s with 120mm mortars. The biggest problem is not what happens when it hits, but rather if you can get it to hit in the first place. -FMB
  6. I have a book that has a pretty good AAR of An Nasariyah that I'm planning to make a scenario of when the Marines module comes out. -FMB
  7. Probably means that at least one side's objective was just "Touch" rather than "Occupy." -FMB
  8. I would definitely like increased smoke effects for current artillery, but I'd still want artillery-fired smoke rounds even with them. It's an ammunition thing.
  9. Webwing is quite correct, I forgot to mention that when the enemy gets close enough, your units automatically start firing. Worked very well on the Fighting Seebee's scenario Afghani "Stan." -FMB
  10. Hmm. It looks like if the gun is facing the right way, it's not clipping through him. OK, that makes sense then; I don't think it's worth using any of the devs' time to fix that. -FMB
  11. I think it just requires a bit more micromanagement. You Hide up until the moment you want to ambush, and then take off Hide and give them a Target (or whatever) order. It's kind of difficult to ambush someone without giving away your position anyway once you start firing in real life . . . -FMB
  12. Sorry, wasn't very clear what the problem was, and maybe the picture's too small to tell. What I mean is that the commander is clipping through the hatch cover. His chest is inside a large, solid piece of metal. I too enjoy the cross-section quite a bit! -FMB
  13. I've not played much as the Syrians, especially not in situations with heavy armour, but I was messing around with the prospect of creating a Red-vs-Red campaign and I noticed the following problem with unbuttoned T-72s: I apologize if this has already been made known to the developers, but I hadn't heard about this. Settings: RT Veteran 1.08. -FMB
  14. In general, what I've found is that campaign savegames that were made automatically during the setup phase of the battle are compatible, but savegames saved once the battle was in progress were not. -FMB
  15. In general, what I've found is that campaign savegames that were made automatically during the setup phase of the battle are compatible, but savegames saved once the battle was in progress were not. -FMB
  16. In general, what I've found is that campaign savegames that were made automatically during the setup phase of the battle are compatible, but savegames saved once the battle was in progress were not. -FMB
  17. The cease-fire ability works well assuming you use it appropriately. If you're in a campaign and there's a really hard defensive mission where you hold all of the objectives to begin with, you can just cease-fire at the beginning and skip it.
  18. I'm pretty sure that ceasefiring doesn't decrease your victory margins. I ceasefired in the second-to-last campaign mission after I took all of my objectives and saw no noticeable enemy presence, and I got a Total Victory. -FMB
  19. You have no idea how happy I'll be when you get this campaign finished.
  20. My guess is, 1.08 will come sooner. I don't know for sure though. -FMB
  21. Oh, man. Thanks so much for the GB link. I thought those old-school tactical shooters were dead and buried. You have restored my faith in humanity, luderbamsen. -FMB
  22. You can't make the time unlimited, but you can set it so that all scenarios have 2-hour time limits. Personally, I've had mixed experiences with time limits. There have been scenarios where I felt like I could have beaten it if I'd only had ten more minutes, but I've also beaten some scenarios with an hour or more to spare. As to the ueber-patch idea, the closest thing will be the various modules that are yet to be released. You will have to pay for them, but they add much more than the TOW Ueber-Patch. For instance, the Marines module will add an entire new Marines OOB as well as a new campaign and new Syrian vehicles. Every patch that is released so far makes a difference, and the game is really, really good right now, but I'm still looking forward to each new patch. Welcome and enjoy the game! -FMB
  23. It would depend on the scenario. In a scenario with no artillery for instance, it would just be frustrating for the US player because his men are always taking cover from every little shot. It's an interesting idea though, and could work quite well in places. -FMB
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