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Volltreffer

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Everything posted by Volltreffer

  1. Which brings me to my pet hate about these campaigns....time limits and the unreasonable constraints it places on the player to achieve a goal. If you are beaten back on an attack it would be far better to at least have the time to pull back, regroup and find an alternate route with time to plan etc... As it is, you have to push your troops into the meat grinder and then unrealistically throw the lives of your pixel-truppen away in a mad rush to beat the clock... Having game parameters depending on game play taste is more preferable... I.E. 1 / 2 / 3 hours limits.... options to cease fire (offers & accepting). These are things I particularly like about the Graviteam games as you don't seem to be in as mad a rush to gain an objective.
  2. I finished my first play-through of the Axis campaign earlier this week and ended up with a total victory... I was just wondering if the number of missions in the campaign is dependent on results in each battle... I.E. if I sweep all before me I can end the campaign in less engagements...? Or is it a fixed number of battles no matter what your success, or lack thereof? I retook Son in the final battle (wasn't aware that it was the final one), and was rather disappointed that there weren't any more battles after this.
  3. Now you see the utter frustration that I had with this one... I restarted this maybe 20+ times and each time I was hit from a different position... I was happy in the end to admit a defeat in this one and move onto the next engagement... I ended up having a total victory in the campaign as a whole, but this mission in particular I have no real desire to revisit anytime soon. I think as mentioned by others here, with the improved lethality of small arms in recent patches, each scenario has gotten that much harder, some maybe almost impossible on certain levels of difficulty.
  4. I managed to get into the first group of houses, but pushing further just ate up more men and time needed to outmanoeuvre the enemy... The lethality of enemy firepower (even from a lone individual in a building) was sufficient to send an assault squad reeling. Just getting into positions to lay down suppressing fire was a hell of a task. Once there they either had insufficient cover or the buildings offered little in the way of shelter and they themselves were in many cases suppressed and/or routed due to very poor morale and experience. For me the amount of time I put into mission 3 I doubt I will revisit it as it just wasn't fun... I understand the whole 'give hardcore guys a challenge' but I fail to see how anyone could win this scenario without many, many restarts and even then that is a massive if. I tried each and every avenue and minimised my exposure as best as could be, but the fact remained that in order to get into a position to lay suppressing fire, you are in turn able to be hit by return fire... Given the poor quality of troops at hand, the US para's usually have a 90-10 advantage of counter-suppressing your fire given they are of a much higher quality... I don't know if any patches have been released recently that vastly improved the effectiveness of certain weapons, maybe those that were able to win in this scenario had it on an easier setting...
  5. That is the dream right there Erwin... I can't imagine it will be too far off being implemented. It may be cost prohibitive to start with, but as you say it is the future of gaming.
  6. I held XXX corps with relative ease... My Fallschirmjäger can hold their heads high.... Their halftracks rushing down the road towards the end was like shooting rats in a barrel... I provided some heavy firepower of my own, I must confess....
  7. UPDATE... Gave it another run through (or two), and finally had a major victory on the canal. The clock overrun is a little unnerving as I had at that point run out of mortar shells and was reliant on the surviving units on the right side of the canal to hold out... Thankfully a few MG bursts ended it and I achieved the elusive victory that I had been after for the last few evenings. Now to see if my Fallschirmjäger can hold XXX Corps.
  8. Ok, so I moved on from the mission in question as it was getting to the point where I was going to throw the PC out the window... I am onto the 'Bridge over troubled Water' mission.... and again to my dismay I have pathetic Kriegsmarine troops at my disposal... Hopefully someone can clarify a few things for me.... what do I need the engineers to do on the bridge? Obviously the satchel charges do sweet FA, so is it a matter of just defending the bridge over the canal and that's it? I.E. no way to blow it! I got down to the end of the clock and the US para's had rushed one end of the bridge and then the clock continued to tick on (although highlighted red)... what does this mean?
  9. Ok, I gave it another go and still seem to be struggling to get a foothold on the first set of building just as you come out of the woods... I have piled on intense suppressing fire and yet they still seem to turn back my assault squads with heavy losses. Even when I do manage to evict the defenders from a building I immediately get smashed from fire coming from building further behind the line (Green or not, what idiot stands up in full view in a window) building should offer better cover to small arms fire. How the heck can I get accurate mortar fire onto the buildings to properly suppress them? Do I need to get their CO into a position that see's the target first? For sure I am rusty after not having played the game for some time, although I fail to see how others have had an easy time of it as there seems to be fire coming from all directions at times, far too much to even think of suppressing all of it. Split squads had little effect, I attack from multiple directions at once so as to give the defenders too many targets to suppress and yet I still managed to get smashed. I will keep going until I find a weak spot, that's if there is any... The Kriegsmarine clearly don't have their land legs in this engagement.
  10. Thankyou all for the replies... Nice to know I wasn't the only one having a tough time of it. I have played CM games since the very start, although I have tended to have big breaks in between revisiting. I like that they have made the lethality of MG's more realistic, although it definitely makes for a more challenging game. I think I will try it again with split squads as others have suggested and see how I go. I play Real Time only...although I pause a lot to issue orders and take time out to survey the situation, or in this case, the debacle.
  11. Due to a very busy schedule I have only recently had a chance to fire up the Market Garden module... Starting with the German Campaign I am currently on the third battle where I have Kriegsmarine conscripts attempting to bash through the lightly defended American LZ perimeter. How the heck can you break through when your squads break and run and run as soon as one of them gets a grazed elbow? I understand historical realism in the sense that they are GREEN troops, however I am wondering if anyone has made any progress in this engagement.......OR...... is it designed to be a butt-kicking until reinforcements come in a later battle?
  12. Your partially correct... Ill refer to the picks you posted going from LEFT to RIGHT. The first helmet looks to be an M35 Heer. The second is with a Heer Splintarn helmet cover (yes the heer had camo covers too)... The third is a complete fantasy item as I believe they never made SS helmet covers in Dot44 (Erbsentarn). The last two are variations of the Oak camoflage which was used, also on camo smocks, zeltbahns etc...(I have an original) Also you are right in that you cannot make the helmet with camo cover look 100% right unless it was modelled especially with this in mind.....which I doubt BF will ever do.
  13. I remember when downloading missions for the old CMBO that it would list how many missions were in the said scenario / campaign. It is difficult to summise what is what without having to click endlessly on each uploaded mission to see if it is what you are after. Below is what we see now... Submitted On: 22 Jun 2011 File Size: 4,471.88 Kb Downloads: 493 Rating: Total Votes:8 File Version: 1.1 File Author: Crushingleeek Whereas we should have in addition to this... Type : Campaign/Scenario Number of battles/engagement/days Unit Size: Platoon, Company, Battalion I could go on... It just makes it alot quicker to sort through and find what you are after rather than having to click on each one. I prefer campaigns, so filtering out single engagements would be great. Incidentally...has anyone made a new German Campaign?
  14. Was just going to mention this when I saw your post. It is a great feature of Achtung Panzer: Kharkov 1943, although takes a little practice switching between the follow on road or cross country in the heat of battle.... its a great feature though that would be great in CM series. Those Russians could have an amazing game franchise going if they could improve on the infantry in that game, and also their international marketing of that game leaves alot to be desired... Maybe Battlefront can be Gravisofts international storefront?
  15. I still dont see how they thought this could ever possibly work... Bigger, not always necessarily better. Nothing a bit of carpet-bombing or a few Tall boys couldnt stop dead in its tracks.
  16. Wasnt sure if this had been mentioned, but every pic of a vehicle commander wearing a peaked visor-cap that I have seen so far, has a SS cap - not Heer. Small nit-pick I know and its probably already fixed...
  17. I dare say the new above ground trench system aids in keeping the troops where they should be - in cover? What I mean is that in CM:SF the troops had a tendency to want to overtake each other or run up the side of the trench and be in full view of fire rather than follow the exact path of the trench. I realise some things are abstracted and that area fire calculates the hits/misses etc therefore just because 1 soldier is in view may not guarantee a hit...... However, going back to my opening sentence, I would assume that these new trenches prevent the climbing the wall issues from the old trench system and that the troops are funnelled so-to-speak by the trench walls........Am I right with my assumption?
  18. The photo of the 12th SS in the first post on this thread that is artificially coloured is showing Italian camoflage. How is the camo going to be depicted once the SS and FJ come along? Will a squad show a combo of some soldiers wearing Dot44 tunic with feldgrau pants, and some wearing Dot44 pants with feldgrau tunic? As longs as its not all Dot44 like CM:BO.
  19. Please tell me that Schwimmwagen's will eventually make it into the game....
  20. There is definitely bogging in CM:SF! As long as you get to the bogged vehicle quickly and keep changing the move order directions and forward to reverse etc... it usually gets the vehicle out. Whereas if you leave it, it stays bogged for good as ive found out on numerous occasions.
  21. What screenshot gave you that impression...? I have yet to see a pic from any elevation, only ground level - and thats where you cannot see the crop circles...
  22. I surely hope so... I have wanted this fixed for ages...!!! The immersion factor will be greatly improved with new trees and adjustable draw distances.
  23. I couldnt agree more, Had some AT guys standing over some Syrian tanks in a shallow ravine in the Marine campaign and yet they cannot see to fire... despite all the advantages - the tank just traversed turret and the rest is history.
  24. OMG!!! First time ive played CM:SF in months....due to the flashing light issue - Thank god its fixed before Normandy comes out...
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