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SeinfeldRules

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About SeinfeldRules

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    Fairbanks, Alaska

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    San Jose, CA

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  1. I wonder if negative scores for objectives would work? Could have a hidden touch objective surrounding the extra forces that will trip when a player moves units out.
  2. Community maps are possible, you can't copy paste but you can reduce the size of a map to what you want to use. It's basically how master maps are right now. Maps that large are incredibly hard to make detailed however, mostly because as you build more and more elevation data into the map the editing process grinds to a halt as the game re-calculates every. single. point. Well it kind of resembles the cliffs in Dinant... which is kind of in the Ardennes! Would probably make an interesting "what-if" scenario...
  3. Building off Bulletpoint, I think the aspect of having to make a less then perfect decision amplifies that satisfaction even more. The terrain of a map plays a huge role in this, because it is the one thing you have no influence over. Real life commanders never had the perfect support by fire position or covered routes into the enemies rear, they had to deal with the hand their were dealt, both on offense and defense. The terrain was as much of an enemy sometimes as the man on the pointy end of your rifle. It's why the first step of almost any military planning process is to analyze the terrai
  4. Try my CMRT "Assault Position" and "Pastureland" for examples of how open fields can be tweaked to create interesting tactical situations! Pastureland takes place pretty much entirely in an "open" field. The only cover you have is the folds you find in the terrain. Also check this out: https://www.dropbox.com/home/Public?preview=AD+Waldbillig+Waltz.btt It's a scenario I was never able to get over the goal line due to other commitments, but I think it's probably one of my better maps. It has the size and terrain you are looking for and is based heavily off the real thing. Also, r
  5. On elevations, I will say don't be afraid to create that dead ground. Hike through the hills and you'll see dead space is a common issue defending units would have to deal with in real life. Going out of your way to create clear lines of sight creates the tabletop gaming look you are actually trying to avoid. Natural hills have undulations and numerous draws and spurs that create difficulties for the defender and opportunities for the attacker. I don't think any attacking infantry force would ever have taken a hilltop defensive position if those natural dead spaces didn't exist in real life. Y
  6. @ebphotoTry this link! https://www.dropbox.com/s/tr4lgsdlo6sehnl/AD CMRT Terrain Mod.zip?dl=0
  7. This map looks fantastic - one of the very few urban settings I've seen done well. Most look sterile and repetitive, you've really taken it to the next level!
  8. Those uncons look perfect to model US-backed Syrian Democratic Forces up against pro-Assad Regime forces. They've clashed a couple times in the Deir ez Zor region, would probably make perfect CMSF2 scenarios.
  9. I'm going to offer my own, un-solicited advice on map making... Use the light forest tile under trees, fences, hedges, roads, buildings, any sort of man-made "divider" - its represents well the undergrowth that builds up on these less traveled/less maintained areas. Look at pictures of rural fences and such and you'll see shrubbery/grass growing taller then the immediate surrounding foliage It also serves as an eye pleasing way to "break up" large chunks of terrain, especially when you're zoomed out - where most players actually play the game - and the fences start to blend in with the s
  10. Your "Amongst the Ruins" map for CM:RT is truly brilliant. :wub:

    1. SeinfeldRules

      SeinfeldRules

      Thank you! I hope it has inspired you. :D

  11. As others have stated, a gripping account of the fighting, and one that shows a first hand view of what I've read elsewhere... using older technology to avoid effects of Russian EW, soldiers choosing to ride on the top of APCs, etc... and again hitting my point earlier about the use of vehicles in a fight of this scale, it seems that they are being used solely as a logistical transport asset, and not a fighting vehicle. When the soldier mentioned asking higher for more people/weapons/thermal sights, it seems the perfect answer to me would have been sending up an APC to reinforce the position.
  12. This is turning into something that I think would make an interesting basis for a CMBS scenario, often the smaller infantry fights that would occur on a regular basis during a large conflict are ignored for the large set piece tank battles. I'm curious about the role of vehicles in this fight... this seems to be a dismounted infantry fight, and I would expect more vehicle casualties mentioned if they were pulling a lot of weight. Modern units are very heavy on the vehicles compared to previous wars and I've always wondered how that would look tactically in a smaller fight, compared to the
  13. A thing to consider is the damage this shrapnel does not to the armor, but to the pieces of technology modern tanks rely on to be dominant on the battlefield... sights, thermal sensors, APS, etc may be in armored housings but that armor isn't nearly as thick as the glacis plate is. A piece of shrapnel in your CITV will put it out of action right quick.
  14. I can't imagine a direct hit from an artillery round is conducive to crew health, even if there is no penetration... certainly seems like enough of a force to cause TBI, especially if it's a repeated shock from a sustained artillery barrage. I'm no expert on that kind of stuff though, perhaps if the crew has all the hatches closed the over pressure is isolated to just the outside of the tank.
  15. I've updated AD Mine Mill Mountain, I got some feedback that is was too hard After replaying it, I agreed. So I made some changes, adding another SP Gun and mortar support. Link is the same as my previous post: http://bit.ly/1Q7trL8 You will know you have the right version if it says "v1.1" in the scenario description.
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