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Reaver

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Everything posted by Reaver

  1. I would normally agree with you Sir. However, my system is a completely fresh install as I re-formatted the beast about a week ago. It has CMBN on it, MS Office and nothing else apart from up to date drivers. I've not even got around to installing AVG on it yet. I shalll eagerly await the patch as I'm looking forward to playing this scenario.
  2. I'm having the same problem. Gets to 39% and crashes. Intel Core I7 950 CPU @ 3.07ghz 6gb RAM 2 x GeForce GTX 295 Ultra (Total 2GB VRAM) Win 7 Ultimate 64Bit 1TB HDD Looking forward to the patch so I can play what looks like an excellent scenario. Viewed the flat design in the editor and I must say it looks excellent. Good work on an ambitious design. (PS, tried restarting the game and also total re-boot with the same error)
  3. I'd be happy to play you in a PBEM game too, I'm new-ish to PBEM and would be happy to give advice etc. PM me if you're interested.
  4. It's not doing something odd like very slighting striking the base of the gun mantlet and ricocheting down into the upper front hull is it? I admit it's a very unlikely occurance given the angles involved. Or would that say "Hit: Gun Mantlet" instead? You must excuse my lack of technical knowledge about the game.
  5. They may have the ammo but would they have the metal clips for the Garand rifles?
  6. Yes sir, there is indeed. If you turn rarity off the second column with show 'Infitite' in believe and you may choose the rarest, least commonly seen units in Normandy to your hearts content! Assuming you have the unit purchase points.
  7. I'll take part. I'm not worried about what side. Decent turn rate in evenings GMT 1700-2300.
  8. Darn it, Simmox beat me to it... There are two columns of numbers on the left hand side of the screen when purchasing units. The first (left) column denotes the points value of the units and the second (right) column denotes the rarity value of the units. You will see that each unit has two numbers nect to it, the first (left) is the points value and the second (right) is the rarity value. The columns on the left hand side of the screen are then split into three rows. The first (top) is the amount of points you are allowed to spend in the scenario. The second (middle) is the amount of points you have spent already on units. And the third (bottom) is the amount of points remaining to be spent. This applies to both points value and rarity. So if you start with 1000 points for units and 1000 points of rarity you would see: 1000 / 1000 0 / 0 1000 / 1000 If you then purchased a Tiger for (at a guess) 500 points and 750 rarity points you would see. 1000 / 1000 500 / 750 500 / 250 As long as the BOTTOM numbers are both green, you may proceed with that currently chosen force. If one, or both, are red, then you have overspent and need to reduce the cost of your force. make sense?
  9. @ Bridger15: I use them when I want a unit to observe a given area, without firing on any targets that may come into its view. A short, 20m or so, cover arc in the direction of observation allows the unit to keep thier heads up, but not give away thier location. If they're attacked directly and/or at close range they will disregard the arc anyway. It's like a 'semi-hide' solution when I was situational awareness but don't want a firefight.
  10. CMBN PBEM opponents wanted. Any PBEM map or any scenario. I am not fussy about sides, conditions or....well I'm not fussy! I am good for multiple turns between the hours of 1800 gmt at 1100gmt, more at weekends. I am new to WEGO play, but do not mind learning from taking a beating. Please feel free to send a file to stuart-coutts (at) hotmail (dot)co.uk Thank you & see you on the battlefield.
  11. Depends on the type of round, calibre and velocity/range. You can find that larger calibre explosive rounds may pass directly though a human target without detonating. The human body may not provide enough resistance to set off the main charge of the round. Could also be an AP Shot (solid) round or APDS (which I know are not in the game yet) which do not detonate on contact with the target but use KE to punch through armour. It isn't pretty either way.
  12. Really looking forward to these. Any update?
  13. I have been playtesting a scenario for a friend of mine and encountered something similar with a bunker. An infantry squad could see the action spot the bunker was placed in, could area target the action spot the bunker was placed in, could see the muzzle flashes of the guys firing from the bunker, but the bunker was still 'hidden' and couldnt be targetted directly. They could also see the German infantry squads to the rear and side of the bunker... Now whilst I can see how this may be the case when attempting to target an infantry contact (camouflaged men against a grass background and just muzzle flashes can be seen) I struggle with the idea that the chaps can see the action spot, see everything around it, target the spot for area fire but not see the whacking great bunker. However, I still LOVE this game.
  14. I believe that you can set the supply level to limited which will reduce the amount of ammunition available to the unit. However, I do not know what levels of ammunition the unit will be left with so you may need to experiment to establish the levels you desire.
  15. IIRC there was a video posted of it back before the game came out. A quick search should reveal it. Also, there is always the option of adding them to a scenario via the editor and setting up a preliminary bombardment with them. That way, it will arrive within the first turn or so of battle rather than waiting 20 minutes for fire to arrive.
  16. lol @ Pvt. Ryan's photos...puts things in a different light when you think about what troopers jumped into France with... “Three day supply of K-rations, chocolate bars, charms candy, powdered coffee, sugar, matches, compass, bayonet, entrenching tool, ammunition, gas mask, musette bag with ammo, my webbing, my .45, canteen, two cartons of smokes, Hawkins mine, two grenades, smoke grenade, Gammon grenade, T-N-T, this bull****, and a pair of nasty skivvies! Oh....and this .50cal which fits neatly into my pack...” Joe Toye (ish) lol
  17. It's worth the wait. You will not be left disappointed. Best game I've ever played!
  18. Wow, excellent post Blackcat! Some impressive detail. Would linear area fire be difficult to implement? It strikes me as being similar to what on map mortars are doing currently when given a linear IDF order by a Forward Observer. If I am seeing things correctly, the green targetting line from the mortar shifts along the thick band of the linear target area every few rounds in order to achieve the linear fire order. Is this the case? If so, would it be hard to transfer to non indirect fire units?
  19. From playing through some of the scenarios and reading comments from other members of the forum, the AI definitely makes use of TRPs in game. It makes crossing bridges etc very very difficult in some scenarios.
  20. Yes, the targetting line tool which appears when you wish to assign a target.
  21. Sorry sir, didn't mean to patronise. I get carried away when typing! Glad I could help.
  22. This is correct. You click on the white ball or triangle at the end of a waypoint and you can assign targetted or area fire from this waypoint. Or simply use the tool to check LOS without assigning a fire command. It is worth noting that when you do this a targetting line will extend from the current location of the unit in question but the LOS will be plotted from the waypoint. So if it's blue when you plot it from the waypoint, it will be blue when the unit gets there (barring any factors that come into play whilst the unit is moving - smoke, damage etc.) Hope that this helps.
  23. They would be used, as is the case with player use of TRPs, to call down accurate and swift artillery fire onto a specific location and its close surroundings. This can be done even when the spotter does not have LOS to the target. The only difference, that I can establish, is that TRP for the AI are placed by the scenario designer and would not be changed in a dynamic fasion by the AI upon setup. This is, of course, depending on how many AI plans a map has been given, so the TRP may be in a different location the next time you play the same map. I hope that this is of some help to you.
  24. By placing it on the forward slope you wouldn't get the silhouetting from being placed atop a ridge or hill which may, with proper camouflage, mean that your are harder to detect (depending on other factors such as environmental conditions, time of day, etc etc) However, once you are spotted, you loose any protection you would have had against incoming fire provided by a hull down position behind a ridgeline or rise in the ground. I suppose the ideal would be to find a position where your background is a large rise in the ground or hill to break up your silhouette with a small rise before the gun to get a hull down position.
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