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xIGuNDoCIx

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    xIGuNDoCIx got a reaction from Hister in Unofficial Screenshots & Videos Thread   
    Before and After!
     

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    xIGuNDoCIx reacted to Pete Wenman in Export Units Kill Records to Txt file?   
    I think this did something along the lines you are after
     
    http://community.battlefront.com/topic/105984-wip-combat-recorder-ver200/
     
    P
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    xIGuNDoCIx got a reaction from Schmoly War in Multi-Player Grand Campaign   
    Sorry about that Schmoly, email sent your way.
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    xIGuNDoCIx reacted to Baneman in Is it possible to do a CPU vs CPU battle?   
    Well, this is where I disagree ( again ).
     
    As the thread went, you initially posted your idea
     
    - Thewood1 agreed it might be interesting, but that it had been suggested before and gained no traction.
    - agusto suggested a way to try it, but didn't think it would be interesting.
    - Womble didn't think it would be interesting, maybe only good for a laugh.
    - John thought it might be useful for testing.
    - Apocal responded to John on that point.
    - MikeyD pointed out that there had been something akin to this in CMSF and that it had gained little support and had fallen from the game engine.
    - womble thought it would be a waste of resources based on the AI limitations.
     
    Then you got your dander up.
     
    I submit that if you reread the thread you will see that there was nothing obnoxious or hostile ( unless disagreeing = hostile ). Most contrary positions were accompanied with a justification of some sort. Seemed like a fairly normal discussion.
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    xIGuNDoCIx reacted to Magnum50 in Unofficial Screenshots & Videos Thread   
    Been making short clip videos with a PBEM I'm having...great stuff, awesome mods:
     
    https://www.youtube.com/watch?v=TpVl78FqYjk
     
    https://www.youtube.com/watch?v=60_SUFFhukk
     
    https://www.youtube.com/watch?v=rX6diHjM4jA
     
    https://www.youtube.com/watch?v=r_unryacwG8
     
    https://www.youtube.com/watch?v=lZFjogyxneU
     
    https://www.youtube.com/watch?v=Z0m_rSqrKwI
     
    https://www.youtube.com/watch?v=AkUw3qv480Q
     
    https://www.youtube.com/watch?v=z1bohC6bDJc
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    xIGuNDoCIx reacted to Bud Backer in Laser Rangefinders   
    All good points. I realized the risk was that I may not shoot when I can, and if I"m spotted by my enemy (you! grrrrr!) that I could be in trouble. 
     
    However...
     
    The tactic I suggest might be more effective in situations where I'm stationary, and my enemy is moving, and therefore having (hopefully) less chance of seeing me than I of seeing him. 
     
    In any case, having the option to lase or not lase is good to have. I like choices.  
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    xIGuNDoCIx got a reaction from Bud Backer in Laser Rangefinders   
    Interesting concept/tactic.  
     
    My only concern would be that your enemy may be able to see/spot you as well and chances are that he may take a shot at you.  At least with lasing you (most of the time) cause the AI/player to pop smoke and immediately retreat. That's what happened during the first turn of our game where my Abrams got the laser warning, he then smoked and backed up off that hill.  The following turn I decided it was best not to go up there anymore as you apparently have/had eyes on it.  If you hadn't lased him could you have kept eyes on him the following turns, probably, but there is a good chance I might have seen you as well and decided to take a shot at you while you just sit there.  I guess it comes down to how confident you feel your unit can remain sitting there without taking any action.  It would work best with Fire Support/Observation/Recon vehicles and not main line battle units like MBT/IFV/APCs.
     
    Just my opinion though.
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    xIGuNDoCIx reacted to Bud Backer in Unofficial Screenshots & Videos Thread   
    You always throw your toys all over the place...
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    xIGuNDoCIx got a reaction from Bud Backer in Unofficial Screenshots & Videos Thread   
    Hey I know who threw that Javelin!  
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    xIGuNDoCIx got a reaction from Kraft in Multi-Player Grand Campaign   
    This is what I have come up with so far, keep in mind this is all subject to change as I gain input from all the players.
     
    Campaign Flow
     
    Setup:
    Players are divided as evenly as possible between the two sides and a General  for each side is chosen as well. A teams General is the man in charge!  He dictates the teams overall strategy and is responsible for assigning players to command units.  He should  be in constant communication with both his team and the Adjudicator.
     
    The total point cap will be 90,000 point per side,  Generals can begin to allocate said points in the creation of combat units.  Units cannot be larger than reinforced sized companies (13,540 points).   Do not include large bore 105mm or greater off map artillery support in your companies.  You allocate points for them per usual but they will get their own unit icon on the campaign map and have their own rules regarding support fire missions (see below)
     
    Ex.
    General  1 has 90,000 points for his sides total army.  He and his staff decide that they are going to take  6 Armored  Rifle Companies.  Attached to each company they have decided to add  1 Platoon M1A2 SEP,  2 x Javelin teams w/ transports (M2),  1 stinger team, 1 M107 Sniper team w/transport (MK19).  They also decide that they want 3 x 155mm Paladin Batteries at 1490 points each.  Total point cost so far is 85,710 which leaves them a little over  4000 points to spend on other assets to augment some of their companies.  Teams can also save points to use during the weekly Refit Phase to replace lost units.
     
    Artillery Rules
    Large bore artillery (105mm or greater)  is purchased as normal but they are not added into your battle companies point costs.    Instead they get their own icon on the campaign map and they are only available for fire support missions if they are within 5 hexes of where the battle is to take place.  If a Battery meets the hex requirement then the commander who is taking part in the battle may go ahead and add that battery into his force roster for that battle.
     
    Ex.
    Commander  1 has a Reinforced  Armored Rifle Company  for a total point cost of 13,519.  There is also a Battery of 155mm Paladins 4 hexes away from the battlespace , therefore he gains the ability to go ahead and add this fire support asset to his force roster even though it puts him over the point cap of 13,540.  If the artillery battery was 6 hexes away  he would not be able to use them in his upcoming battle.
    If an artillery unit on the campaign map comes into contact with an enemy unit it is destroyed outright  and is no longer available unless repurchased during the Refit Phase.
     
    Once units are purchased the Generals will let the Adjudicator know where he would like to place his units on the campaign map.  Both teams will get a copy of the map at the beginning of the campaign but only with their units shown.  Enemy units will become available as they are discovered.  Once an Enemy unit is discovered it is shown for the rest of the campaign or until it is destroyed.
    Campaign Turn Phases
     
    1. Intel Phase
    At the beginning of the  campaign turn each team may twice elect to reveal information about an enemy unit or to see if a blank hex contains and enemy unit.  If the blank hex does contain an enemy unit it is then revealed to your team.  However, the only thing shown is an “unknown” unit icon with no further information.  In order to gain information about a particular enemy unit you must either engage it in battle or spend one of your “Intel” actions (up to three times per enemy unit)  to gain knowledge about a unit (name, force composition, etc).  The “Intel” action spent on reveling information about a unit  provides the General with a better understanding of what he is fighting against. 
     
    Information reveled will be provided in this order:
    1st Intel Action
    Name/Type of Unit
    2nd Intel Action
    Force Strength %
    3rd Intel Action
    8 sub-units within the parent unit will be revealed at random
     
    2. Initiative Phase
    Initiative will be determined by a random process (coin flip, number guess) with both Generals  and the Adjudicator taking part.  The team that has the initiative can either elect to have his units move first or his opponents.
     
    3. Movement Phase
    All units may move up to 3 hexes on the map.  Only one unit can occupy a hex. Once a unit comes into contact with an enemy unit a battle must be fought.   Hexes will be identified by a letter followed by a number (A3, B7, C39) for easy reference.  Terrain also has an impact on how far your units may move.
     
    Roads – Units can move an extra hex for a total of 4 hexes
    Large Rivers/Water Features – Impassable unless there is a bridge on the campaign map
    Forests – Units lose a movement hex due to the thick terrain for a total of 2 hexes
     
    Generals will consult with their staff and plot movement orders, Generals must submit to the Adjudicator their planned moves so that he can update the overall campaign map.  The General with the “initiative” can opt to change some or all of his teams movement orders based upon the enemy teams movements.  Once both teams movement orders have been received and the maps updated the campaign will move on to the Combat Phase.
     
    4.Combat Phase
    Battles are to be fought on “Large” stock QB CMBS maps.  Maps will be chosen based upon the terrain from the campaign map that the units are fighting on. The point cap for battles is 13,540 with the exception of additional fire support if the supporting artillery unit is within 5 hexes of the battlespace hex.  Players have 2 weeks to complete their battles and submit their Victory/Defeat screenshots to their respective General.  Players must also take note of KIA tallys so that unit rosters can be updated during the Refit Phase.
     
    A victorious unit stays in the hex where the battle took place for the remainder of the campaign turn.  The defeated unit must retreat 3 hexes away from the enemy unit and towards the closest friendly unit.   If a unit is unable to retreat (ie surrounded by enemy units) it is considered destroyed/captured/surrendered and removed from the campaign map. Battles will be conducted on a Unit vs Unit basis.  If a battle is not completed within the two week time period it will be considered a draw and both units must retreat 3 hexes towards the closest friendly unit. 
     
    ***If a player is unable to complete a battle please let your General know and he can sub in another player  to take over.***
     
    5. Refit Phase
    At the end of the campaign turn team Generals may allocate any points that they have in their point pool in order to purchase and replace destroyed units.  To simulate supply both teams will always receive 4000 points at the end of each campaign turn.  Generals can stockpile points but may never exceed their total army cap of 90,000 points.   Once both Generals complete the Refit Phase the next Campaign turn begins starting with the Intel Phase.
  18. Upvote
    xIGuNDoCIx reacted to Imperial Grunt in Multi-Player Grand Campaign   
    Yes, this is a great concept. PBEM games, at least in my experience take longer than a week. If I had the time, I'd love to participate.
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    xIGuNDoCIx reacted to Apocal in Multi-Player Grand Campaign   
    I'm down as long as we're talking like... reinforced platoon to company scale. Anything larger than that bogs down in CMx2, IME.
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    xIGuNDoCIx reacted to A Canadian Cat in Multi-Player Grand Campaign   
    Yes. However I would likely need to sit your first one out since I already have a lot going on. I just want to say that I am interested in general even if I will not be participating right away.
     
    ?? do you mean choose your 90 000 point army or do you envision a tank factory pumping out new gear (please say you mean the first option)

    Ah, yeah, one week: that would be a 5 to 7 minute battle Well it would for me.

    Check out this similar idea that is in progress right now in the CMBN forum:
    http://community.battlefront.com/topic/118369-cmpzc-campaign-the-road-to-eindhovenare-you-interested/
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    xIGuNDoCIx reacted to Bud Backer in Multi-Player Grand Campaign   
    That would be manageable; larger and I go mad, at least at my present skill level
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    xIGuNDoCIx reacted to Magnum50 in Multi-Player Grand Campaign   
    I'm in.
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    xIGuNDoCIx got a reaction from Saferight in Unofficial Screenshots & Videos Thread   
    Part Eleven:
     
    Our Ukrainian allies are in place on both the left and right flank and we begin to counter assault the Russians.  We do lose a Ukrainian BMP on the left flank but in turn we also destroy an ENY MBT and another APC across the river in the center of the map.  Now that our reinforcements have arrived things are starting to look a lot better!
     

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    xIGuNDoCIx got a reaction from Rinaldi in Unofficial Screenshots & Videos Thread   
    Part Eleven:
     
    Our Ukrainian allies are in place on both the left and right flank and we begin to counter assault the Russians.  We do lose a Ukrainian BMP on the left flank but in turn we also destroy an ENY MBT and another APC across the river in the center of the map.  Now that our reinforcements have arrived things are starting to look a lot better!
     

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