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Everything posted by bodkin
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Foxholes seem to be really really broken
bodkin replied to GreenAsJade's topic in Combat Mission Battle for Normandy
So much of infantry behaviour is dependant of the factors assigned to the infantry by the scenario designer - motivation, experience, leadership, fitness all contribute to performance on the battlefield, as well as the fact that abstraction is still at work depsite 1 to 1 modelling. You need to be more specific in your complaints, someone didn't behave the way you wanted them to so the game is fundamentally broken . Is all your saying at the moment. -
Can we having a look at facing in QB's? Often I've advanced against AI defenders to find the AI's armour positioned with their back to me making for easy kills.
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There was no surrending in CMSF however there was routing where your troops would disappear with a large red '!' sign over them after they'd been broken to the point of throwing down their weapons and running away. The scenario designer decides what level of motivation a unit can have so at 'fanatic' level I presume you would see the type of irrational behaviour people are mentioning.
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A GUI optimization 2: unit info
bodkin replied to Niessuh's topic in Combat Mission Battle for Normandy
Not sure I'm a fan of the thumbs it's a bit subjective, also does the 'fitness' tag really apply? It's more a current state of condition than fitness. -
Why are we firing rifles at tanks?
bodkin replied to Runyan99's topic in Combat Mission Battle for Normandy
I don't think there's any argument that snipers at least were used effectively against tank commanders in Normandy. The argument that matters to most in this thread is the cost benefit outcomes of infantry firing at tanks in CMBN. For the possible consequences to infantry squads in the game, the benefits of knocking off a commander seem dangerously expensive. I'd be happy if this behaviour was just restricted to snipers. -
Two halftracks with one Panther shot. You can see the round finally come to a halt against the building in the background.
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Yes wounded (red base marker) are counted as casualties, but not the lightly wounded (yellow base).
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According to page 195 of the manual 'yes'. Spotting mines apparently can be done by all troops although engineers are more likely to spot them, other factors in spotting success include unit experience and using slow or move command rather than quick or fast. I presume this is for AT and AP mines, although troops can't set off AT mines by walking on them which is the most common way of spotting.
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Panzer Lehr Campaign - Spoilers
bodkin replied to CaptainFoobar's topic in Combat Mission Battle for Normandy
lost a panther and two of those 75mm halftracks in the last mission but got a total victory. My strategy was to attack from three sides even if the game seemed like a traffic management sim trying to get a mech company through the bocage. I was fortunate in a couple of my panthers just happened to be in good ambush positions for the US counter attack. -
Problem with units targeting upper floors of buildings
bodkin replied to xian's topic in Combat Mission Battle for Normandy
I know what the OP means, my troops have been shot at by the enemy from the second story of building, they can fire back IF they can see the enemy but cannot area fire or call in arty on the second story because the first story is obscured behind tall bocage. It seems you need direct line of sight to the central point of the floor of the building. -
Summary of Battlefront Game projects March 2011
bodkin replied to Sequoia's topic in Combat Mission Battle for Normandy
Does anyone know what period the 'Bulge' game will cover? Will it include the Alsace/Lorraine campaign or is that meant to be covered in CMBN? If not Operation 'Watch on the Rhine' and 'Nordwind' would be covered but it would be nice if all the action wasn't in the snow. I'm just thinking from a game improvement point of view. With each new release the game engine improves, so hopefully we can make scenarios without winter landscapes, just like CMAK was used to make Normandy missions. -
I had the same problem but the CMBN site is different to the CMSF one it requires a new registration.
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Not as much fun as previous games.
bodkin replied to gautrek's topic in Combat Mission Battle for Normandy
I think some scenario designers seem to have forgotten how to make fun scenarios, instead more recently in CMSF and now into CMBN alot of scenarios feel like a frustrating chore to be endured. I suppose it was simpler in CMx1 when everyone was designing missions for WEGO and the victory options were pretty much limited to capture the flag. -
Quick Battle - Purchasing ??
bodkin replied to Johnny Canuck's topic in Combat Mission Battle for Normandy
Not worth starting a new thread over but I find AI armour on the defensive in QB's are often facing the wrong way which puts them at a great disadvantage. -
I believe RT players have an edge over WEGO players in getting better results from missions. RT players can instantly halt a squads if it becomes apparent that their running into an ambush or a minefied etc. Us WEGO players have to watch in horror as our troops occasionally run to certain death.
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Fortification icon transparency mod
bodkin replied to stikkypixie's topic in CM Normandy Maps and Mods
Could be useful on maps with lots of fortifications but can you also make one for all the icons? I used to play CMSF with a transparent icon mod. -
Is it right that the 82nd have the Spade symbol on their helmets and the 101st don't? I thought it was 506th PIR of 101st that had the spade.
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Vein, you should put them up on CMMODS as well so we don't have to wait for repository clearance.
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GreenAsJade, I don't know if it's just me but I find your site really difficult to navigate. I just want browse all CMBN mods by upload date. I use the advanced search to just search on CMBN and nothing else but only get 1 result. I do appreciate the work you've put into this.
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I'm finding the Neuville au Plain mission the hardest so far, I just can't seem to get near the objectives within the time limit without taking heavy casualties.
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Did anyone playtest in WEGO? Just wondering what their results were like.
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Understood in terms of gameplay, but really this seems more appropriate for a CMSF type theatre, unlike Nomandy where units suffered alot of casualties in order to achieve objectives. It would be more realistic if your losses were replaced by low quality troops rather than not getting enough troops to make it through. Although I'm only into about the sixth mission so my comments maybe premature.
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I've seen a 57mm AP round go through the turret front of a Panzer IV exit out the rear hitting a bridge and falling into the water below...nice.
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Anyone had any sucess with Turnball's Stand mission playing WEGO? Seems impossible to hold back a whole company with a couple of understrength squads and two AT guns that like to waste their few AP rounds on infantry. I managed to knock out a couple of tanks but then just got steamrolled and suffered a major defeat.