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bodkin

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Posts posted by bodkin

  1. That's a bit annoying. Guess I'll have to start putting target arcs on my mortar teams.

    Maybe just leave them undelployed till you need them might help a bit. This is going to require a bit more micro management of mortar crews but I haven't found it to be such a bad thing. Every other unit in the game fires on it's own judgement and I've had a couple of occasions where I've been glad to see a bit of inititive from the mortar boys. Maybe a reduced rate of fire would be a bit more desirable.

  2. I think CMx1 were simpler and perhaps more accessible games, basically just capture the flag and it doesn't really matter if you waste half your forces doing it. Now with all the extra victory condition parameters available to a designer there's alot more that a player needs to consider and manage.

    I also think there is quite a difference between playing RT or WEGO, something designers now need to be constantly aware of when trying to balance scenarios.

  3. I have the FO on the hill overlooking the Monastry with direct line of sight to the enemy units entrenched there. The guns are over the back of the next hill near where they enter the map. The FO has contact with the guns but they can't fire on the targets he selects due to no line of sight. Maybe the guns can't elevate enough to fire over the two hills because they are well within their effective range.

  4. Oh, and the FO is used for those guns and they work fine in an indirect mode from various places on the map, used them many times. I've not however used them in a direct mode.

    I'm interested to know how you got the guns to work in indirect mode? I deployed them in the field near the graveyard next to the lane where they arrive. I drove through the low hedge and set them up so they had to fire over two hills to attack the Monastry which the FO was observing. However they wouldn't co-operate with the FO request because the had no line of sight?

  5. Er, I believe you're wrong about this.

    How? I deployed the guns in a field near where they arrived on the map, the spotter was on a hill out of line of sight but in radio contact. The guns were all available to the spotter with a 3 minute delay in the arty tab. However when I tried to lay any sort of barrage the cursor just says 'no direct line of sight' or something to that effect. The guns had to be driven to the top of the hill and hauled through forest so they had line of sight to the target before the spotter could use them.

    So please tell me what I'm doing wrong.

  6. I'm about half way through but just a couple of suggestions. Give the Germans mortar teams instead of infantry guns, the guns are next to useless on this map they can't be used in indirect fire by the spotter so they must try to be manhandled into a good firing position which I found to be deadly for the crews. A bit more time would be nice as well.

    Very nice atmospheric map.

  7. Thanks very much for this. I am currently reading Beevor's Dday and that is a fascinating insight into the hell hole that was Normandy during Dday - it is certainly food for thought what these guys had to endure. But in this campaign I am rewarded for taking less than 10% casualties which seems somewhat unrealistic considering the nature of the fight on the front line. For example, I just drew mission 4 because I suffered 32 KIA and about the same wounded. Obviously 10% or just over. Even though I acheived the objective - quite frustrating really, and a very difficult mission to boot!

    I had the same opinion, it seemed like the campaign was for a modern a setting with those strict casualty limits unlike the meat grinder that was Normandy.

    Also you might want to try playing RT rather than WEGO, I switched whilst playing the Courage and Fortitude campaign and it was like playing a different game with the increased control over units.

  8. Evidence please? I've been intimately involved in CMBN's playtesting and I think that statement is a load of bollocks. I've seen this canard repeated too many times and I'm getting sick of it. Real Time is not polluting our previous bodily fluids.

    It's entirely possible that some people involved in development are primarily real time players and may have inadvertently created scenarios that play better in real time. I don't think it likely however, considering that reporting bugs generally requires you to play WEGO in order to get save game files where you can see the bug in action - kinda hard to do in RT.

    Gee a bit defensive, anyway there are missions in 'Road to Montenbourg' and 'Courage and Fortititude' that are definately harder in WEGO, try playing 'School of Hard Knocks' in WEGO and look at the help thread on 'Courage and Fortitude' on that mission the best advice is all about hitting pause and changing orders instantly.

    "It's entirely possible that some people involved in development are primarily real time players and may have inadvertently created scenarios that play better in real time."

    This is the point I was trying to make maybe I should have not said they were created to be that way on purpose but the end result is the same.

  9. THAT IS BECAUSE THE CMx2 ENGINE WAS DESIGNED WITH REAL TIME IN MIND.

    If you can remember, when it first came out, Wego was no longer even in the system. but so many complained, it was back in very shortly. but the design was based apon realtime concepts.

    WEGO was always in CMSF, it was the 'blue bar' that was missing.

    The one unfortunate side effect of giving the players/designers the choice of RT or WEGO is that I believe it has caused a subtle split in the community.

    Some scenarios are being designed and tested primarily for RT style play with it's instant control over units. In CMSF and now in CMBN I've often found when WEGO players are struggling with one of these missions some RT player will claim they got a Total Victory.

    I'm thinking a minute of not being able to control your units is a bit too long with the more complex CMx2 engine and the nasty surprises it can bring. One day I hope we're all singing off the same songsheet again, with a comprimise of the two systems, e.g. realtime that can be paused at any time and the last 20 seconds of action replayed.

  10. thats not my experience...

    learnt that the hard way too, set up an ambush like the good 'ole CMx1 days (troops in foxholes, hidden and with cover arcs) and not until the enemy was within more or less melee distance did they pop their heads up and shoot... and they came under fire far earlier than that.

    also, i checked, they werent cowering, they were still hiding...

    Could they actually see the unit? Hiding makes spotting harder, although you should be harder to spot aswell. What was the experience difference and morale state between the two sets of troops?

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