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Heinrich505

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Everything posted by Heinrich505

  1. Gremlins! I went back to a save point and just gave an enforcer a flat out move from one side to the other without properly aligning it up for the bridge. It followed the Warrior without a hitch. Then I ended the turn and for the next turn, I ordered a Challenger across the bridge that was nowhere near the bridge. I just gave it a fast move and put a waypoint well past the other side of the frigging bridge. The Challenger whipped over to the bridge, slowed to line up, and ripped right across the bloody thing, with nary a problem. False alarm I guess. Move along now, nothing to see here, move along... Thanks Ian. Nice moves. I've no idea why the gremlins suddenly attacked the bridge, but I can't replicate it in saved games.
  2. Hmm, interesting. I didn't know that winding back the turn and watching it again was problematic. I was watching the action on the one flank, and then going back to watch the action on the other flank. But, in this case I don't think that caused the problem. I'm pretty sure the vehicles were stuck during the first watch-through. Not positive though. Once the bug raises its head, does it interfere with all further attempts to cross, regardless of vehicle type or plotted paths?
  3. I am presently playing the scenario Cain and Abel. I'm fully and properly patched up to version 2.02, with game engine 4.0 There are only two bridges that can be crossed for this battle. Bridge "Eric" (on my right flank) is acting badly. I managed to get one of my Warriors (Wrap 2) across, after several tries. It took about 4 or five tries, if I recall correctly. I don't remember exactly what worked, but I think I just gave it a move order from one side of the bridge and the endpoint beyond the other side of the bridge. But, that was it. No other vehicles could cross. All the rest got stopped halfway across the bridge, and then jerked back and forth feebly, until I reversed them off the bridge (I'm probably lucky I was able to do that). I tried slow speed, move, hunt, and fast, but had the same result. I tried setting waypoints just before the bridge, in the middle of the bridge, and at the end of the bridge. I even just sent one of the Challengers across with one waypoint on the other side of the bridge and not lined up on the bridge at all. No dice. After that one Warrior got across, no more vehicles made it. I had to run them all the way across the map to cross the other bridge on my left flank, which was working perfectly. The briefing indicates that the canal is crossable at two points, bridge Eric and bridge Ernie. Ernie is the only one working properly for me. I wanted to check to see if anyone else had run into this problem. I thought the evil bridge bug had been squashed, but apparently it hasn't. The battle is a really hard challenge, and I am enjoying it, but I had to change my strategy to work around the non-compliant bridge. The lads were not happy with me when I was not able to get their armoured vehicles to cross with them for support. They had to go it alone on foot while I raced their vehicles across the map. If looks could kill....[shudders involuntarily...] Heinrich505
  4. Mord, Amazing work! Thanks so much for all this. They really look super. I hope you won't need a new prescription on your glasses after all the squinting and close work with your computer screen, haha. Thanks again for such super work! Heinrich505
  5. Your tweaks worked nicely. A big thanks goes to MarkEzra as well. This was a real nail-biter and quite a rush! Thanks to both of you. This is my first time through SF2, as I stayed with only the WWII titles previously. When BFC decided to re-release SF with all the bells and whistles, I jumped in with the big bundle. I love the variety that comes with the Brits, NATO, the Marines, and the Army. I have to be careful going back and forth between modern and WWII though. They both play so differently. With the smaller battles, like this one, you really get swept into the moment, and I was cursing every time I took a casualty, knowing I badly needed everyone. I split my forces and tried to hit each one separately, as there wasn't really time to do one and then the other. I had to pull guys from the one to help support the other attack. It was crazy. Thanks again to you and Mark. Wonderful job! Heinrich505
  6. I just finished playing this battle, and I've got to say that Combatintman did an amazing job putting this together! Thanks so much for a really cool and immersive struggle. I played it on Elite WEGO, and pretty much held my breath the entire battle. The battle came down to literally the last moment. If I hadn't taken some chances and acted more aggressively than I am used to (very much outside my comfort zone), I would have failed the mission and not rescued the hostages. The SAS motto "Who dares wins" came to mind as the dust settled and the rescue was successful. Yes, I had to write letters to the loved ones of those in my command who fell, and this greatly tempered my victory. The mix of troops and enemies seemed very realistic, the map was a challenge, there were all sorts of lines of sight that had to be covered, and even the blasted time frame (which kept me dancing the whole way through) felt accurate. I had to run my command staff (essentially my character in the game) into harms way to make the rescue successful. Thanks again for a really sharp battle. It is greatly appreciated. Heinrich505
  7. It's all well deserved. You did a fantastic job! I've been following the Vietnam mod with great interest. I will look forward to seeing what magic you can put together for that campaign. Thanks for all your dedication and hard work. It really shows! Heinrich505
  8. Puje, Well, I finished this amazing campaign of yours. Ended up with a total victory playing elite, but the price of 15 dead and 39 wounded tempered my excitement for the victory. Many of my casualties happened during the battle for the city in the hill, battle 10. RPGs seemed to come flying out like crazy. I tried to ease up to the outskirts, using the cover available, and blasting the town with precision arty. Still, when my guys made it on the far overlook, they took so much fire that I had to push my guys on the other side forward to bail them out. I never did see the tanks. I beat the enemy up pretty good, and they finally had too much and surrendered at the 3 hour mark. Fine by me! The campaign was so much fun to play. The missions were varied and you had to approach each of them in a slightly different way to be successful. Sure, the rush out of the compound was always tricky, especially when under fire. I used a lot of pauses and didn't push too many Hummvees out at the same time. It took a little longer but seemed less crazy - only got one vehicle bogged in the trench area but managed to rock him free. One of the most intense missions was the night mission where several enemy had been spotted climbing around on the top of the huge escarpment, to the east, if I recall my directions properly. They were possibly lugging missile launchers and the whole compound was in jeopardy. I rushed four Hummvees out with only one squad, hoping it would be enough. I just dashed them like crazy to the escarpment, two on one side and two on the other. Then I stalked my way up. It was an incredibly tense mission, and I half expected to see rockets start flying off the top towards my compound. Night vision equipment really saved the day for me, allowing me to spot and eliminate the enemy before he could see me. What a really cool mission. I was holding my breath as I eased my guys through the dark terrain. Excellent job! I have to say that the very last mission was another extremely tense one. I won't spoil it for anyone still playing, but I really was holding my breath during that one. PM me if you'd like to talk about it further. It is clear that you really thought out how to best put together this campaign. It was so easy to get drawn into this little valley of Hell. I was worrying about my guys and leaving the wounded squads and teams back at the base, not wanting to get them shot up more. Many nights I would go to bed after saving the mission, thinking about what strategy I was going to employ the next turn to get my guys out of a jam. You really succeeded - one of the best campaigns I've played! Thanks so much for your hard work with this campaign. It is really appreciated. Heinrich505
  9. Puje, There are certainly plenty of “Holy Crap!!!” moments to be had. I’m having a great time trying to keep my guys alive. When I start taking heavy machine gun fire in the compound from some freaking unknown location on the giant ridge way across the map, all Hell breaks loose, and I can hear my guys screaming “Where is it coming from?” I’m yelling back at them, calling “Anybody got eyes on them?” There are some really tension-filled moments to this campaign. You’ve done a really great job. I’m working through the third mission and already uncovered some unpleasant surprises. You’ve crafted the missions so they have a very realistic feeling to them. I can almost imagine myself in a Hummvee trying to coordinate the movements of the guys and trying to anticipate where the next ugly surprise is going to come from. This is great stuff!! Thanks so much. Heinrich505
  10. Ah, I never got CM:SF1. Didn't know. The original looks pretty darn sharp too.
  11. Puje, I'm just starting out with your campaign and this is a keeper! Managed to survive the first mission. The chaos of that action felt very realistic. New officer relieving a previous unit, no real clue of terrain, and attacked in the dark. If it weren't for the steep escarpments and deep valleys, you could get the feeling you were defending a firebase near Khe Sanh against NVA regulars. Well, not with Hummvees, of course, but it's not that much of a stretch. This is going to be quite a challenge. Thanks for your hard work on this. Heinrich505
  12. Yes he has. Only this time you play as zee Churmans, mit Leopards (such a cool tank). There are frigging RPGs flying everywhere! I'm pretty much holding my breath every turn. I've been finding all sorts of nasty surprises - GeorgeMC is so devious, muhahahaha.
  13. Sgt. Squarehead, Thanks for the info. Of course it would be GeorgeMC! I don't know if this one in SF2 is the original, but it is simply amazing. GeorgeMC, thanks for one amazing map and all the immersion that goes with it for the battle. Heinrich505
  14. I've just started this battle and the map is simply amazing! The map author was not mentioned in the briefing. It took me a while to start the battle because I was just enjoying how well done the map was. Credit is really due him for such an amazing work of art. The battle itself is pretty slick too. There are several different options on how to proceed, and scouting is actually playing an important part as well. I'm sure I will be challenged by this battle. I just wanted to thank the map author and also mention just how immersive and enjoyable this battle is. Heinrich505
  15. Warts 'n' all, Hang on to your helmet. It gets really hairy as the missions progress. I've played it all the way through and it was well worth the effort. I haven't seen Dragonwynn around lately, but I did send him a PM of an AAR of sorts for the last battle - he didn't respond so I don't know if he is still following things here.. I'll not give anything away. This is a very well done campaign. Heinrich505
  16. George MC, Yikes, what a crazy battle this one is. I enjoyed the heck out of it. Quite the challenge, as you are screwed if you go too fast, and you'll lose if you go too slowly. So, here are my observations and the course I took. SPOILERS * * * * * Per the briefing, I never considered the left flank (green) route. The briefing also noted that the red route had a road block, so I didn't work that one either. I split my forces into two groups, with equal amounts of BMPs to each, but more tank heavy on the far right (yellow) route. The infantry stayed with the blue route group. The FO stayed behind and the unmounted infantry did some initial scouting ahead. I had the arty start dropping on the really high apartment buildings to the right of strongpoint 2 as soon as possible, to try and blunt any attacks on that strongpoint from the right side. They also had the drone up as soon as possible and covering the right half of the map. And...one of my tanks bogged and was immobilized within the first 3 minutes. Great!!! I left the attached infantry mounted for a while, as I moved the tanks up slowly (but not too slowly) and had the BMPs pretty close behind for covering fire. I tried to keep the two columns moving at the same pace. This worked for the most part, except that one column or the other had to stop and address the ambushes. Some were pretty wicked, and my foot sloggers paid dearly by blundering into them. I had to move BMPs and tanks in quickly to suppress and then blow the enemy up fast. I actually found that the BMPs were very good at ripping apart the ambush positions, but I still had to have tanks leading. Between the red and blue route I pushed three BMPs down that area, which was more of a wide alley. I stumbled on some more ambush spots and reduced them, but at a price. But, I managed to uncover some more enemy positions before they could fire on the blue and yellow routes. So, I guess it was worth the casualties. Once my columns hit the main cross road, they had to deal with a whole host of enemy troops trying to ambush them. I had one tank immobilized in the intersection on the yellow route and another took a gun hit that left only the driver and no gun. But, the enemy paid dearly and the cross street was now controlled. I did a very poor job of managing the strongpoint troops. I was so intent on working the columns that I neglected the strongpoints and left them to their own devices until things were really dire there. Some of the strongpoint 1 survivors fled into nearby buildings so I had lost that position. Strongpoint 2 was very much reduced but holding on. This was close to the 1 hour left time. I decided to take some chances at this point, and the streets were really dusted up badly from my columns blasting the enemy positions, so I started running BMPs through the dust and rushing them into the heart of strongpoint 2. I rushed three BMPs and the tank with no gun into and around strongpoint 2, and cut up some enemy troops still near it. Then I started to rush more BMPs and one of the tanks past strongpoint 2 and out onto the red route to try and clear strongpoint 1. I took some more casualties but I was finally able to retake strongpoint 1 with the breach teams. With the time mark at 57 minutes remaining, I had to decide if I should load up the survivors and scamper back to my lines or consolidate my position and hold. I had two tanks positioned on the yellow route to protect my right flank. I had a boatload of BMPs and tanks around the two strongpoints. The enemy didn't seem to be pushing forward any longer. I chose to stay and hold. With a ceasefire at 57 minutes left in the game, I ended up with a Syrian Tactical Victory. I was very pleased to have eeked that out. This was a really cool battle. There were so many nail-biting situations that I lost count and track of all of them. If I had managed the strongpoints better, I might not have risked rushing the BMPs down the dust-clouded streets when I did. But, since things were so critical there, I figured I had to take the chance. Lots of critical decisions are called for in this battle. I never felt rushed by the game time, but I did feel rushed by the developments of the battle. In that respect, George, you make the player change his plans on the fly and sometimes uncomfortable or aggressive decisions are called for. When I saw my guys bailing out of strongpoint 1 and the guys in strongpoint 2 getting ready to run, I had to rush my columns and take extra risks. I just couldn't leave them in the lurch - so I ordered the BMP guys to risk all. My stomach was already tightening up when I read the briefing, and I just knew things were going to get ugly fast. I think you did a masterful job of having the AI triggered in such a way as to have the battle rise in pitch and then ease back a little for slight lulls in the action. This really ratcheted up the tension level. Clearly this is vintage George MC magic. A wonderful battle, filled with tension and suspense, and tactical puzzles to be solved without losing too much of your troops blood in the process. Thanks George for another amazing experience. Heinrich505
  17. George, Thanks so much. I'm looking forward to having a go at this one during the weekend. Too much real life during the week. Ugh!! Heinrich505
  18. That's cool Erwin. No hurry. I can wait. I did a quick look-see at the scenario and it looks crazy. I watched the video that George mentioned a while back, and this map looks about as close to that as can be gotten. I don't have time right now to start plunging in, but I'm really looking forward to it. All of George's scenarios are classics.
  19. George, Your work never disappoints. It is always a challenge and the enemy are positively beastly!!! I couldn't find Long Left Flank's Damaged Building mod. Where might that be located? Heinrich505
  20. Yes, this is a really tough one. I, too, love the challenge. First time through I managed to rush into the town from the right flank road towards the end of the game, but then had nothing to move forward with as my guys got beaten up pretty good once there. Most were shaken or broken. I took a ceasefire and ended up with a draw. I'm replaying, like everyone else, haha. This time I am taking a lot more time. I've positioned two strikers along the road facing into the town. I've been real careful to only give them target briefly orders. The one is looking right down the throat of the road into the town, and the other is on the left hillside, about halfway up. I've had some really good shots so far from the left one, and blew up two of the BMPs in town. I then briefly hit some houses with the 105s, and this actually caused one BMP to back out of his hiding place on the other side of the bridge. Then my sniper squad took it out with a Javelin. I ran the sniper boys as a half squad way off to the left flank, looking towards the bridges. They've tagged two BMPs with their Javelins. I'm trying to bring in some 120mm on the suspected houses across from the buildings on the right flank. Then I'll try to rush more troops into the town. I'd still say coming in from both flanks is a good play, but I'd be very curious to see if Slysniper coming in on one flank with everything works better. And the sound of the strikers when they fire is...amazing!!!
  21. niall78, I've had two crash to desktop on a scenario, the ATGM Ambush. I have not played any campaigns yet, but it is troubling that I keep having this happen for this particular scenario. I've been saving games, but I get caught up in the action and forget to save after each turn, and then I get the crash and have to go back to the last save. The other scenarios I've played have not done this...so far. Heinrich505
  22. Bootie, Well played. Impressive victory. I drove straight towards the bomb factory and reduced the enemy there first. That meant that I had to rush the attack on the stronghold, and managed to just take it with a quick rush from my Lavs to overwhelm the holdouts. I only had the sniper and one other unit up on the hill. I had the big victory too, but had one or two more casualties and lost one of the scout cars. I enjoyed your video. Very nice. Heinrich505
  23. Mord, Really great shots. The first one looks kind of like a picture taken of a model in a diorama. Very nice effect. Heinrich505
  24. MarkEzra, There were plenty of "nasty" surprises. A very well designed and highly enjoyable scenario. Heinrich505
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