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LuckyDog

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Posts posted by LuckyDog

  1. I would say that yes they are necessary – the current increase in lethality of AT weapons is just another swing in the balance of power between armour and anti tank weapons. The next step will probably be mounting the anti-rpg systems on tanks and the pendulum will swing back.

    Right now, tanks may not be master of the battlefield, but try going up against tanks with just infantry. I find it pretty hard unless I have a number of javelin equipped units. I also lose tactical manoeuvrability when I don't have tanks and that probably makes me more vulnerable to arty strikes.

    As far as the cost goes - it's much more expensive to a western country to lose a person than a tank. I read somewhere that an Abrams or a Chally cost between 4-7 million (US), but they may well keep the crew of 4 alive, perhaps uninjured though several AT strikes. Factor in the cost of medivac , medical care, rehab and public opinion, and it’s looking like a reasonable option!

  2. I would love to see damage to the terrrain and vehicles carried over to the next mission. I think it would make a huge difference in long term payability. Operations were what kept me playing CM1x

    There have been some arguements about "gaming the system" by sending non-core units on suicide missions or to scout. I don't think this is an insurmoutable problem. Yes, I would be predisposed to keeping my core units alive, but that could be balanced with a higher loss penalty for losing non-core units, or maybe my reputation goes down and HQ won't assign me as many units next time.

  3. It's a very interesting guide - thank you. I couldn't quite follow if you had obtained the armour values from CMSF directly or from sources on the web (and validated the latter somehow against the game). Could you clarify this for me please?

    To follow on - if you got this from CMSF, any ideas on why it appears that the Abrams armour stats icons (big plus sign) look better than the Challys?

  4. I had a sniper HQ unit engage a syrian MG unit at around 60-70 meters. Pop, pop, pop with the L96 and about 3 minutes later the scenario ended with him getting one kill.... The sniper was a good quality unit (I was playing the airfield attack in the Brits campaign). Not the result I expected. Maybe his hands were shaking, but he wasn't getting any return fire.

  5. The lack of information on a release date is all a rather clever plan on the part of Battlefront. If we know when it is, then some people will check out until that date, leave the forum - the community will be less active and less attractive for new comers and returnees. If we don't know, we stay active (admittedly somewhat disgruntled at leathaface's rainy bus stop), keep the community together, provide suggestions and probably will buy the instant CM:N comes out.

    So we either don't mention the release date again (or the war ;) ) or suck it up.

  6. 1.) A new feature of the last patch is the "Scenario author test" option in the skill level menu. The game plays with FOW rules but the player sees both sides go through their paces. It doesn't show you the enemy at setup then turn it off for gameplay. But you always could quit out and restart in regular play mode keeping what you saw in mind.

    Thanks - I'll check it out! Last time I managed to place the Syrians on top of the Brits. Quite a mad result...

  7. Anyway, the M1 is overkill for even the average conventional threat, as we learned in GW1. Only the most modern, and well maintained Soviet-bloc tanks, operating with highly trained crews, can match the M1 on the battlfield at all. Heck, considering the threats the US has had to deal with in the past 15 years, the M60A3 is still not completely obsolete.

    Techincally, I would agree with you, but in an asymetric war, where western citizens place such a high price on their soldier's lives, "good enough" isn't a publically acceptable option.

  8. Replace Montgomery with Zhukov and Bradley with Konev, and either of them would have been in Paris by end of July.

    But with the losses they would have taken, too few infantry left to continue! As it was the British army was running short of manpower, hence the large armour battles to break out near Caen. I think the American armies had shortages, but nothing like the British. The French had an advantage and were able to recruit locally ;)

  9. I was pretty dissapointed that this feature was left out. I personally find it limits the replayability of the game, as I don't often get to play against a human, and I don't have the time to configure the AI in the scenario designer.

    I seem to remember that someone from Battlefront said that there was problems with forming a chain of command if the formal structure was circumvented. I am not sure how this is vastly different from what happens when HQ units become casulties, but hey what do I know!

  10. But Marines module also has T-90 and BMP-3. And British module alone won't have them.

    So, personally, I don't know what fun is that using 21-st century british equipment against 60-s era BMP's and tanks?

    Could someone clarify if the British Forces pack will also have the T90, BMP-3 etc? If not, please help me understand why the Marines module has them and costs $25 and the British Forces doesn't have then and still costs $25! :confused:

    I was really looking forward to this add on and don't own the Marines one.

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