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toxic.zen

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Everything posted by toxic.zen

  1. 1) go to the repository via links from the main page. 2) login 3) go to the game link for whichever game you are uploading for from the choices below. 4) go to the section in question. Maps, scenarios, mods, etc... 5) scroll down until you find the "submit file" link. it should be to the right of a "search repository link" 6) enter all relevant info, make sure file is zipped, then click "submit file"
  2. very good, i'll send you the updated version tomorrow. if you want to do the same i'll send yours tomorrow as well Erwin.
  3. I recall a memorable moment in a CMAK game. My infantry unit was captured by a nearby halftrack and had there guns removed... I managed to destroy the halftrack by a far off antitank gunshot, the halftrack crew abandoned the halftrack, and were then assaulted by my infantry in hand to hand combat, my infantry won and I later rescued them. I assume if this happened in CM:BN my infantry would just be gunned down by the halftrack crew?
  4. so far i know of some definite changes to be made due to the insightful feedback. expand the north and west portions of the map to allow more depth and possibilities of flanking or at least flanking fire from a distance. rework the blue forces to have a more uniform setup of units and unit command. I'm still thinking no artillery support, as it still seems it may tip the scales to much... flesh out the briefing better.
  5. 1) I purposely lowered the available ammo to the Afghan troops in an attempt to balance forces a bit. 2) yes, it will be more descriptive... 3)I thought about it, and decided it would just tip the scales to far towards blue side... I suppose I could later tweak it to include some mortar support, and balance by increasing amount of red forces? 4) the trucks were to limit the amount of weapons the blue side has to use for balance purposes, since the strykers have some pretty effective mounted weapons... I'm sure I could come up with a good explanation for it... 5) I guess it was just part of the terrain originally that I never did anything with, I think in the final version I will make map a little bigger to allow for possible flanking... feedback here is welcome!
  6. this is s smallish scenario i have been tweaking. It involves US army assaulting a terrorist base/opium manufacturing center. I need volunteers to give it a go and give whatever feedback they come up with! if interested contact me at toxiczen(at)live.com thankyou!
  7. and my money! where the hell's my game?!?!!?!
  8. OK this time i played more cautiously (same approach plan though) I ended up with a total victory again, but i did worse as far as casualties and vehicle loss went! the Hideout was a bloodbath, for my side and the enemies... and the approach to town cost me a lot in vehicles due to ied's and rpg's i never did get to occupy the weapons depot i simply won due to enemy surrendered. I think you did a good job of increasing the difficulty, though one thing i would suggest is give the red side a lot more points for causing casualties and destroying vehicles, and don't give the blue side the tank... once my Abrams showed up the red sided crapped themselves and threw up there arms! still great fun! thankyou...
  9. http://s24.photobucket.com/albums/c10/toxiczen/?action=view&current=MyMovie-1.mp4 this video from a game I'm playing with someone, shows the folly of tight hard angled turns... gradual direction changes run much more smoothly, the crew of this Jackal got LUCKY!!!
  10. TOTAL VICTORY! ok i started by splitting the forces up 2 strykers with the HQ unit and scout platoon group#1 on highway A towards the rebel meeting place. and the other two way away past the less used road going towards town. group#2 I started with a heavy bombardment on the hill with anti personnel load, expending the entire payload. and at the same time approaching on foot after scooting the strykers up a bit before the wreckage group#1 I raced the strykers up to some concealed points and unloaded group#2 and had them creep forward. the bombardment didn't kill the two bunkers on the hill but with my strykers moving forward slowly, they made short work of them. both teams managed to pick off occasional targets of opportunity, a sniper here, a rpg man here, a truck there... i stopped team#1 at site of wreckage on highway A to await re-enforcements. Group#2 stopped on the outskirts of town, group 2 did lose a all but one of a scout team, and a stryker to enemy fire before gaining control of the area. Reinforcements show up. I race the 4 strykers loaded with soldiers towards the Rebel hideout while setting up a smokescreen. I also made a daring rush through the smoke with a small group of 4 scouts, they managed to get in one of the outlying buildings of the hideout and surprise some snipers with a quick death. and the spare teams clear the highway. the strykers unload under cover of smoke and the infantry quickly kill any rebel they spot. meanwhile group#2 continues to keep a wary eye, as more reinforcements on foot approach to take the city. i group all the available strykers for cover fire around the perimeter of the city and the foot infantry clear the buildings and secure the objectives. this was fun and well made, though i think it could have been made more challenging... the IED may have been successful if i hadn't wasted the trigger man early on. maybe some vehicle based ied's? or just more enemy soldiers? beautiful map, i look forward to more testing!
  11. just so happens i did a test a similar to that a while back. no purty graphics with these ones, but there is some good info here i think. FIRST ONE: ok, i setup a basic map. one half was flat the other half had an incline of 1 every square up to 100. on both sides I had one Army squad with only the starting gear designated as #1, one Army squad loaded to the hilt with javelins at launchers, and ammo from the stryker designated as #2, and a M240B machine gun unit designated as #3. Follows is the results of the run at full speed test: 1 minute FLAT SIDE: all tired all neck and neck. HILL SIDE: #1 and #2 neck and neck, #3 just a step behind 2 minute's FLAT SIDE: all tired no difference in distance. HILL SIDE: #1 and #3 maybe a step ahead of #2 all tired. 3 minute's FLAT SIDE: #2 and #3 matched neck and neck, #1 a small step ahead all tired. HILL SIDE: #1 and #3 evenly a step ahead of #2, #1 and #3 tired, #2 fatigued. 4 minute's FLAT SIDE: #1 slight lead over #2 and #3, #2 and #3 neck and neck all fatigued. HILL SIDE: #1 and #3 neck and neck and fatigued. #2 exhausted and now walking, i stop #2 to time recovery. 5 minute's FLAT SIDE: #1, #2, #3 more or less even all fatigued. HILL SIDE: #1 slight lead over #3 both walking with exhaustion, i stop them to time recovery. #2 now fatigued again. 6 minute's FLAT SIDE: # 1 has lead, #2 and #3 tied. All three now stopped with exhaustion to time recovery. HILL SIDE: #1 and #3 now fatigued #2 now tired. 7 minute's FLAT SIDE: #1, #2, #3 all now fatigued HILL SIDE: #1, #2, #3 all now tired. SECOND ONE: OK this is on the same map same parameters. warm day, regular stryker infantry, normal fitness, normal motivation, 0 leadership. #1 is a squad with the normal starting equipment, #2 is a squad with all the extras from the Stryker, and #3 is a M240B machine gun unit. one side is on flat ground the other is climbing a hill elevating by one each meter. whenever a unit becomes fatigued I stop them and allow them to recover to a ready state. 1 min FLAT: 1,2,3 all tired and tied in distance. HILL: 1,2,3 tired and 3 is a step behind. 2 min FLAT: 1,2,3 all tired and tied. HILL: 1,2,3 tired and 1 is a step ahead of the others now. 3 min FLAT: 1,2,3 tired and tied. HILL: 1,2 fatigued and stopped 3 tired. 4 min FLAT: 1,2,3, fatigued and stopped 1,3 tied in the lead, 2 is close behind. HILL: 1,2 tired 3 fatigued and stopped. 5 min FLAT: 1,2 tired 3 still fatigued. HILL: 1,2 tired 3 fatigued. 6 min FLAT: 1,2,3 tired. HILL: 1,2,3 tired. 7 min FLAT: 1,2,3 tired. HILL: 1,2 tiring 3 tired. 8 min FLAT: 1,3 tiring, 2 tired. HILL: 1,2 tiring 3 tired. 9 min FLAT: 1,2,3 tiring. HILL: 1,2 ready off and running again, 3 tiring. 10 min FLAT: 1,3 ready and running, 2 tiring. HILL: 1,2 tired, 3 tiring. 11 min FLAT: 1,3 tired, 2 ready and running, 1 is in the lead. HILL: 1,2 tired, 3 ready and running again. 12 min FLAT: 1,2,3 tired 1 in lead and 2 is way behind. HILL: 1,2 fatigued and stopped, 3 tired, 1 is in the lead. 13 min FLAT: 1,2,3 tired 1 in lead. HILL: 1,2,3 tired 3 catches up to others. 14 min FLAT: 1,2 tired 3 fatigued and stopped. HILL: 1,2 tired 3 fatigued and stopped. 3 in lead. 15 min FLAT: 1,3 fatigued and stopped, 3 tired. in still in lead. HILL: 1,2,3 all tired. 16 min FLAT: 1,2,3 tired. HILL: 1 tiring, 2,3 tired. 17 min FLAT: 1,2,3 tired. HILL: 1,2 tiring, 3 tired. 18 min FLAT: 1,2, tired, 3 tiring. HILL: 1,2 ready and running, 3 tiring. 19 min FLAT: 1 tired, 2,3 tiring. HILL: 1,2 tired, 3 tiring, 1 in lead. 20 min FLAT: 1,2 tiring, 3 ready and running. HILL: 1,2 tired, 3 ready and running, 1 still in lead. 21 min FLAT: 1,2 ready and running, 3 tired and in lead. HILL: 1,2 fatigued and stopped, 3 tired, 1 has a strong lead. 22 min FLAT: 1,2,3 tired, 3 small lead. HILL: 1,2,3 tired. 23 min FLAT: 1,2,3 tired, 1 has a small lead. HILL: 1,2 tired, 3 fatigued and halted. 3 has a small lead. 24 min FLAT: 1,2 tired, 3 fatigued and stopped. HILL: 1,2,3 tired. 25 min FLAT: 1,2 fatigued and halted, 3 tired. HILL: 1 tiring, 2,3 tired. 26 min FLAT: 1,2,3 tired. HILL: 1,2 tiring, 3 tired. 27 min FLAT: 1,2,3, tired. HILL: 1,2 ready and running again, 3 tiring. 28 min FLAT: 1,2 tired, 3 tiring. HILL: 1,2 tired, 3 tiring, 1 has a strong lead of maybe 50 meters. 29 min FLAT: 1,3 tiring, 2 tired. HILL: 1,2 tired, 3 ready and running. 30 min FLAT: 1,2 tiring 3 ready 1 finished with a strong lead. HILL: 1,2 fatigued, 3 tired 1 finished with a strong lead. the units on the flat side finished with a lead of the units on the hill side of roughly 190 meters.
  12. my understanding is you cannot enter a marsh tile at all... as for effects on wheeled vehicle speed i did this test a while back, hope it helps a little. the terrain traveled is as follows from left to right (if facing the rear of trucks) mud, grain, sand, rocky, grass, hard, gravel, dirt road, gravel road, road, highway, pavement, dirt, dirt lot. weihgt is for gross vehicle weight rating... curb weight is 28,000~29,000 lbs ten seconds in all at full speed. 20 seconds in. it seems road and highway are a match, with pavement a close second.
  13. the "We Band of Brothers" combat missions club. I have been a member for many years and the guys are great, and don't drop games or take forever to return files, as well as bringing entertaining banter to the game turns. CMBO, CMBB, CMAK, and now CMBN (whenever it is released). with tournaments, and discussions. there are also a number of members who play CMSF, though it is not an official club game. http://webandofbrothers.yuku.com/directory http://webandofbrothers.yuku.com/directory
  14. ok this is a H2H only scenario and you will need the NATO and Marines modules to play it. (I do plan on releasing a 1 player version later as well) a Dutch manoeuvre battalion has captured a Medium sized city and taken three american operatives hostage. It is up to a US Marine expeditionary unit to re-take the city and save the captured operatives. There is no air support but there is artillery available for both sides.
  15. nah, never read on the toilet... just drop the boys of at the pool and flush...
  16. i for one know i will be playing both, and making scenarios for both... though since the club I'm in "we band of brothers" http://webandofbrothers.yuku.com/directory will be supporting CM:BN my playing of CMAK will likely dwindle to nothing soon...
  17. I’m glad I pre-ordered as I really wanted a manual... I get much pleasure from being able to get under a blanket, or in a hot bath and read a game manual for a game like this. When I’m not reading something else... I suppose this bestows a level of dorkiness on me, but somehow I think saying it here it will fall on sympathetic ears...
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