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theFightingSeabee

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Everything posted by theFightingSeabee

  1. I was initially surprised at how slow the Churchill's were. It is possible to use them effectively, but you really have to be sneaky. I did have success while testing one of the scenarios by being VERY bold and moving them up quickly (or at least as fast as they will go, not very) and taking up positions for a flanking ambush. Using them to fight head on against German armor is suicide. Just try to be as sneaky as you possibly can. :D
  2. I just loaded it up... it's REALLY NICE! Looks like real fire. Thanks Drakenlorde!
  3. "You can only install ONE of these at any one time!" So, can you clarify how the HQ icons work for us dim-witted types? If I switch between US and British scenarios, do I have to change these each time?
  4. Nice! It's a lot like mine, but actually cooler looking! What I did was just go to http://tiltshiftmaker.com/. They have some tools to do it automagically. I have very little photoshop expertise, so using this tool was the way to go for me.
  5. I have helped set up real defensive line and squads were only tens of meters apart. Ofcourse we were all in foxholes, but I could not imagine squads being hundreds of meters apart, unless patrolling in a coordinated fashion in a security situation. You get too far away, you can't help each other.
  6. It depends on the situation, but I would say, generally, they should stay in contact.
  7. With the British sections, I'm getting maybe 1-2 rifle shots per second, sometimes less. Their Bren will fire in short bursts for a bit, and reload. So while this is going on, the German squad can decimate a squad and/or suppress them with a single burst of LMG fire. Once a Brit section is suppressed, it will stay that way for at least several seconds, giving the German squad time to target the next squad and negating their return fire in quick order as well. With each British squad suppressed, it's that much less of an already meager barrage of bullets. While the American BAR can only fire 20 rds before having to reload, their rifles are semi-automatic and can be shot as fast as they can pull the trigger. The British men are manually chambering rounds between each shot.
  8. Also, the British seems to have much less firepower. Even when I've got several squads targeting a unit, the volume of fire is pretty weak. I've had a single German squad with an MG42 that was being shot at by 4 British sections open fire and kill a bunch of men and suppress all 4 sections.
  9. simmox, Just click "Direct" and draw a contour line. Then change the elevation of your next contour line and draw that. Anything in between that will even out between the two contours. If you want a flat area, then make two contours of the same elevation and everything in between would be the same. There would be no need to use a larger brush.
  10. Yes, it's fun to think of what could be. But I think the argument right now is about how to make the better missions the way we have it now. It could be years before a new ai and editor are available. Your idea seems like a good one, though. Hopefully we'll have that much freedom in designing scenarios in the future.
  11. Yeah xian, if you use buddy aid, the critically wounded have a better chance of not ending up dead. If you just leave your wounded laying around the battlefield, you'll have quite a few of them die. Also, medical aid wasn't all that great in the 1940's, so that may play into the equation.
  12. The problem with that is it screws up the victory condition specifying percentage of killed and wounded. The attacker would have to kill a lot more of the defenders quicker if he were to reach that percentage to get those points. So finishing quicker before you get the chance to add casualties to the defenders reinforcements actually hurts you. You may destroy 25% of the units currently on the map, but only 15% of the overall number of units involved with the scenario. If the victory points are set at 20%, you're screwed out of those points. Once BFC add triggers to the editor, scenarios and campaigns will take on a whole new set of options as far as AI programming. Larger time limits will be less of a problem when you trigger an event by doing something, because you could trigger it 10 minutes in or 2 hours in. The designer wouldn't have to make a continuous 4 hour plan that may or may not have anything to do with what the player is doing.
  13. Holien, you'll also like "The Road to Montebourg". And.... from what I've heard PT is working on yet ANOTHER campaign! I, personally, can't wait!
  14. Erwin, just as a side note, scenario designers are moving toward a general rule that has been born of a million complaints... to have the starting forces NOT start in the line of fire. There are exceptions to the rule of course, depending on the tactical situation the designer is trying to create. For example, in the Pointe du Hoc scenario, I had little choice but to start the mission with the Rangers under fire since there are no boats modeled. But generally speaking, people are trying to create scenarios that let the player move his men into some type of position as he would be able to in real life.
  15. Indeed. Whether PT let BFC use his campaign or he put it on the repository, it's still his work and he gets to design it as he sees fit. PT may be obsessed with tight time limits, well, you're obsessed with longer time limits. Everyone has their personal take on the way things should be. So, I'm glad to hear that you are making your own campaign. I can't wait to play it. You should start a thread on it so we can watch your progress.
  16. Actually, blow56, PT is not paid by BFC. The entire campaign was hundreds of hours of volunteer work by Paper Tiger. Many people put a lot of volunteer work into almost all of the campaigns and single scenarios. What you are paying for is the game engine.
  17. I've always been one to crack PT's balls about the time... and he has added more time to many of the scenarios (including variable limits that go beyond the stated time). But this is WW-flippin'-2 we're talking about! These guys didn't have all day to plot and use perfect tactics. They had to make a plan and execute it. Many of these plans ended in tragedy, walking into ambushes or being bombarded by artillery, or running half your men into interlocking enemy machine guns. Some of these missions should damn well have short time limits, while others I'd like to have a bit more time with due to the large maps and extremely well placed AI defenders. For the most part, I think The Scottish Corridor is pretty close to what it should be, although I might extend the time on two or three missions.
  18. I don't think either of those have changed at all from CMBN to Commonwealth. Besides new units, the module allows for greater performance when your computer has a larger amount of ram. So larger maps seem to run much smoother and load times are a bit quicker. That said, there is a patch to v1.10 that you can apply to CMBN.
  19. Oh my Lord! I can't wait to get this in my z folder! I'm so sick of the glowing green night vision silhouettes.
  20. After playing this,i too wanted to know more. There's quite a bit on him if you google him. it was interesting how the germans tried to fool them by marching straight down the road acting as if they were prisoners. A far as the length of time, yeah, a lot if shootouts last for hours.
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