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Ithikial_AU

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Everything posted by Ithikial_AU

  1. Oooh good news indeed thanks for the update. Will keep the Chinese whispers at bay... for at least 24 hours. Looking forward to 1945.
  2. If you want to see mine and a few other long term CM players thoughts on the matter, this topic came up in a recent vodcast we did at the FGM and posted on Youtube. Had a few laughs. Personally, liking the CMx2 engine and looking forward to any additional features BF build into it over the coming years via the upgrade system. Also in my wargaming dream world, the ability to play the entire war at a tactical level in the same CM engine would be great. We're wargamers, if you want the shiniest new graphics bells and whistles you've picked the wrong genre. Let the last game cover the early war and the last module, the invasion of Poland.
  3. Cheers Bob, much appreciated. Though your post does include spoilers. The scenario is semi-historical - in that the storming of the bridge was a very quick and virtually bloodless affair. The German counter attacks were the real fight. The counter attacks took place the following morning at dawn, I've simply squashed the timing together for a more interesting battle. The forces involved are largely historical (especially on the British side) though given the poor record keeping in this pre Market Garden period it's a little bit of educated guesswork. The German OOB was actually redesigned virtually from scratch near the end of the process following the discovery of another academic paper on German forces pre Market Garden trying to form a defensive line post the Normandy retreat.
  4. Scenario author. Tip - check the ammo layout and experience level of the battery and the briefing. The 88's are not the main part of your force and shouldn't be expected to do the heavy lifting. Also the guns are actually in their historical locations judging by a few reports of the engagements maps I dug up. Probably part of the reason why the 88 battery only got one round off as the Irish Guards charged the bridge. (A miss). Yeah it's a harder mission as the Germans as you really need to know when to 'make your move' but most of your fighting force isn't on the map at the start.
  5. The same reason I was running a couple of tests in the editor. Different sources do say different things however, from an understrength battalion but of exclusively StuGIV's, while some others say it was a mix battalion with StuGIII/IV's. Latter probably more like I'd imagine. Never seen JPzIV's mentioned, at least filling the role of a the Panzergrenadier's Panzer Battalion - or closest possible match with what armour was available. Be interested in in seeing yet another source JonS. Also StuGIV didn't make it into CMRT either?
  6. After all these years I've only just realised there's no StugIV yet. Anyone know a reason for this? Swear they saw action in Normandy.
  7. Few ideas have been floated over at the FGM for a PBEM strategic campaign but don't think there's currently the player base amongst the membership to get it off the ground just yet.
  8. For what it's worth, I do hope there is a way of keeping the games upgraded to the same version of the engine. Even if say the work is rolled into and released with the next module rather than as a separate release. The fact that I can pick up a CMx2 WW2 titles and everything works the same is I think one of the strongest selling points of the series. No other tactical wargame series I can think of has it set up where the 'rules are the same behind the scenes.' Where an MG42 in a West Front game will behave just the same as on an East Front game. This truly lets the different theater's attributes such as terrain features and TOE of the forces involved really shine through. Two cents plus sales tax.
  9. Nope, shouldn't require the VP. Is your copy of the game fully up to date?
  10. There's a few coding changes that would help the cosmetics of the game and increase the immersion factor. In my opinion this would be right up there so the Canadians can have their own voice files. Having a 'switch' option like we do with some of the uniforms as well to separate English and French speaking regiments would also be great. The other big sound change would give the Scenario designers a few options for background noises to help convey different situations. Is your CM scenario taking place during a raging battle or is it deathly quiet as you undertake a recon mission? One day maybe.
  11. Been around for a while but never experienced it regarding mounting a transport. What's worked best in the past is to use two separate waypoints. So place a move order to the action square directly behind the transport then another one to mount. This should lead the squad to all be together before they move off the next 5m or so to enter the vehicle. I think long way points prior to entering a vehicle where the soldiers can become strung out over distance is part of the issue.
  12. Pretty sure the Wasps became standard around October 1944 so were just pinched out of being part of the CMBN timeframe. There were probably some floating around for training purposes but a widespread roll out, probably not. Been reading the Canadian War series over the last year and the Canadian forces received their Wasps as they went into the fighting around Antwerp post Market Garden and when they arrived they were well received for the rough canal and dike fighting. Edit: And a quick google search... maybe I'm a little mistaken above. Maybe only the Canadian variant of the Wasp which was different to the standard British make came into active service later. Meh definately one for the TOE grogs.
  13. Oh Breakout from Juno is actually a book. Good read I must say.
  14. It's a full campaign. See earlier posts and pics. Also should be a link to a youtube video preview.
  15. Update: Most of the missions have been 'laid out' with force selection etc. Need to do the AI plans and about half the briefings. Hoping to have something for play testers sometime in June. As for play testing, with all units being Core and losses carrying over virtually in full it's going to be hard to test the missions in the second half of the campaign (German counterattack), so ideally probably looking for people to run through the whole campaign itself.
  16. Mission is trickier for the German player, for sure. With scattered and battered resources they've got to time it just right to take advantage of multiple angles.
  17. Yeah it's meant to be a 'shock.' As the allied player check your briefing. I thought it maybe gamey but all the testers reported back they thought it was fine. Can't really say anymore or will be disadvantaging the German player.
  18. Yes they will so be a bit careful. Purposefully put it 'out of the way' as much as possible to avoid that. Look on the north east side of the bridge there should be one green objective tile on it's own right alongside the bridge. Exit the engineer and it's HQ team. Don't worry about any keeps that may be attached.
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