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dkchapuis

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Everything posted by dkchapuis

  1. My new angle for why I need to spend more time wargaming!! More war games equals less war.
  2. Re Redwolf - in my short test I too did not see any non-direct hits do subsystem damage. But the original post said the above, and that is what I was responding to. — cheers
  3. I thought I had seen subsystem damage in CMBS, and I was able to recreate. It does seem like there should be more, but it happens. Video attached. CMBS Art vs sub systems
  4. If you can’t tell from my cryptic message - that unit is 120m BELOW the map surface.
  5. Is this a hint at the next CM game?? Instead of Space Lobster’s of Doom, they are going with Subterranean Forces???
  6. They will definitely still crawl. It is why they are exhausted. But so far they just keep crawling
  7. Is there any negative to keeping units moving once they are exhausted? -Will they eventually refuse to move? - is their accuracy or morale reduced? - does recovery time increase? thanks!
  8. Another question related to this - sorry if I missed it in the other thread. if a platoon HQ is eliminated, can you use the Battlion XO team or the company HQ team to give the squads C2 and leader bonus. Or are they not equivalent to the platoon HQ for those purposes??
  9. That discord link doesn’t work for me. Is there another one?
  10. So just from the point of view of calling in arty missions, no advantage. Having 4 people vs 2 is a small advantage, but seems not worth double… thanks again!!
  11. Thanks again for the better explanation! I will check out that thread!!
  12. “Within 4 spaces of the tank platoon”. can you expound on this a little. I’ve never seen anything about the CM mechanics of “4 spaces”. (haven’t had a chance to Google it yet) also, thanks for the explanation!!! It is much appreciated!!
  13. I’ve been using the various HQ support teams as cheap special weapons teams. (I mostly play PvP QBs) is there some under-the-hood reason I should not do that and leave them in the back with the HQ?
  14. For US Berlin Battalion, Co level Fire Support Team (3 man) is 206 points. Platoon level FO (2 man) is 114 (same exp, etc). why such a big difference in cost. The call in times appeared to be the same for each. is there some value I don’t understand?
  15. Comparing PBEM games forced into multi multi players where multiple players have to handle a single file and you aren’t seeing just your troops, vs a proper implementation where everyone does theirs at the same time is a horrible example. I play multiple PBF (play by forum) games with groups of 5 to 10 that take years to complete, and RARELY do we have problems with players dropping. Sorry, it’s not a valid excuse.
  16. Plenty of games have multi multiplayer right now in RT. For wego, the game could run on a server and generate a file for each player and each player submits orders. The concept of doing it isn’t an issue. Also “Players dropping” isn’t a good reason not to do do this.
  17. I definitely remember it was talked about from BFC in 2007. im too am disappointed it hasn’t showed up yet.
  18. I’m talking about multi player for more than 1 v 1. Like 2v2 or 3v3. I think BFC called it multi multi player or co play.
  19. What’s the latest on multi multi player development? (yes I did a forum search. I didn’t show me any recent results )
  20. Are there QB purchase options for “ammo trucks” that just have spare 60, 81, or 230mm ammo?
  21. Thanks for the quick reply. I guess it makes sense, even though it definitely messes up my QB plans
  22. So you are saying that I deployed with 6 x 22 = 132 HE shells total. Not the 22 + 44 + 44 + 66 + 66 + 66 = 308 HE shells that shows when you add up the units ammo counts?
  23. This is happening in CMBS (only title I own), but I assume it is true for all titles. im playing a H2H QB. I purchased 6 81mm on map mortars (mostly for their high ammo loads). 3 attached to company A and 3 to company B. I noticed on turn 2 that about half of the ammo is gone. I reloaded my setup file, and the 6 teams had the following ammo counts: Co A - 44 - 44 - 22 Co B - 66 - 66 - 66 Question 1: why did Co A lose so much ammo at setup. I check the vehicles (no trucks), but it doesn’t show up anywhere. I checked every A Co unit. note - no unit in B Co has any vehicles. Issue 2 : on Turn 2 my ammo loads available are (no pre planned used): 22 - 22 - 22 - 44 - 44 - 66. So I went back into my setup file and noticed that if I move a mortar unit, that unit drops 22 HE shells. And if I move it again, it drops another 22. If I move it back to its original position, it picks up shells. I have to say, this makes no sense. Usually BFC seems pretty good about not doing things that don’t make sense, but this one is a head scratcher. question 3: now that the game is going, can I go back to the original deploy point and “find” more HE.
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