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A Canadian Cat

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Everything posted by A Canadian Cat

  1. That was my thought. That and man I do not want to do that again
  2. Yeah this is the only case I know of where a campaign of scenario was actually broken by an upgrade. There are a few scenarios that became significantly harder after the MG performance was improved. And typically patches and upgrades make things better. There have been a few problems introduced but I am not aware of any serious ones that have not already been fixed. Do not worry about those kind of things BFC is very good at addressing them. As shown by the fix to the campaign that was just released.
  3. What a brilliant idea! Yeah that would help keep things going. @Borg, the evade command is the one that lets your men ignore being pinned and move and. It allays creates a move order back towards safety but with movable way points you could redirect it forward. I should expand a little. My method was to keep moving towards the sea wall at all costs. Except my heavy weapons. They found any crater they could and set up. I use them and the tanks to try to lift the suppression on my men by targeting where the fire was coming from. It was brutal especially when the mortar fire started landing in the heavy weapons teams. Once I started loosing tanks I changed to moving them forward at all costs too. Once you again at the sea wall you can create local fire superiority and force yourself over for top. I did if with two groups one on each size of the valley. The group on my right were in better shape and had a tank that could not climb the ridge so as the men cleared the trenches along the top the tank moved along the beach. And men from both sides were able for attack the fortifications in the valley from both sides. The AI surrendered as I was making my push in land.
  4. Not impossible just hard. I won that one. If was hard watching your men litter the beaches and very difficult for keeping them moving forward. It is winnable.
  5. Minute 47-46: No contacts made. The farm is clear and a small amount of fire continues to hit the church tower. Minute 46: Orders No change. Just added a few to 4 Platoon and the carriers to move further along the river.
  6. Push push push. Just keep your men moving when they break and run back you just keep them moving back towards the sea wall as soon as you can. In the Blue and Grey the men that secured the objectives were all broken. It was like herding cats by the end - none of them wanted to do what I asked. I imagine that was pretty much like that - every one exhausted and spent at the end.
  7. Not exactly what you are looking for but there is a campaign in the Repository that includes beach landings: Blue and Gray. I never finished it but the landings are quite challenging.
  8. Jon, that sounds excellent. Very exciting. I like the idea of two scenarios, one with US troops and one with British troops fighting on the same map against the same enemy. Cool idea.
  9. Who says snipers are no use - These guys did a great job for me... To bad the did not survive the battle. Yes, this was an Elite sniper team. I added him to my two platoons of infantry becasue I like to have snipers around. And this was against a human opponent so no relentless silly waves of targets. The only other asset in the game the caused more casualties was one of my tanks with 30 kills. The sniper team beat out the other three tanks easily.
  10. This is one of the leaders of the US infantry that is systematically picking apart my mech infantry formation with Javelins. Nice spot.
  11. Minute 48-47: No contacts made. The farm is clear and a small amount of fire continues to hit the church tower. Minute 47: Orders No change. Just added a few to 4 Platoon and the carriers to move further along the river.
  12. Thank you - not a fan of that show so totally missed all that.
  13. ?? Asses of fire ?? I do not get the Canadian reference there. And nor do I get the P T figures either. I'm not sure how I can be not getting that but what can you do - eh?
  14. Now that wold be awesome! I was thinking of that when I saw Juju's post. +1 for that. I have a battle I just started where I have a bad feeling about this...
  15. Thank you. All's quiet at the moment. I am a bit surprised things are so flat I was expecting that contacts would appear right away. Mind you it makes sense my guys are the ones moving in the open I expect the enemy is under cover waiting to see the white of my men's eyes. I bet when the first set of tanks show up things will get more interesting. Good thing I have my artillery tied to arrive then too.
  16. Minute 49-48: No contacts made. The farm is clear and a small amount of fire continues to hit the church tower – now from two Bren guns. Minute 48: Orders No change. Just added a few to 4 Platoon and the carriers to move further along the river.
  17. If I recall correctly that delay get applied every time you adjust - probably not what you want.
  18. Here is an over view from the start. On it you can see the three platoons of 2 company plus their basic moves and the position of the HQ (me) and the mortars. My 2IC is moving up with 4 Platoon. The green circles are the places I called artillery - speculating that there might be AT guns there. 5 Platoon moving towards the farm 6 Platoon in the middle observing 4 Platoon and the carrier section moving along the river
  19. Here is a better picture of the overall situation. On it you can see the three platoons of 2 company plus their basic moves and the position of the HQ (me) and the mortars. My 2IC is moving up with 4 Platoon. The green circles are the places I called artillery - speculating that there might be AT guns there.
  20. Just to clarify I ordered the blast along the right bocage row. My intention was to blast a hole to the right. However since there was a little fly out at 90 degrees in towards the road my order was towards that. The game interpreted my intentions as blasting forward since there actually was something forward to blast. I try to avoid having engineers blast through things if at all possible since they so often end up getting shot on the other side. It seems that the game prioritizes things ahead of your blast order before it looks for things to blast beside your blast order.
  21. I started a separate thread for the Dommelen hex 1, 6 battle: http://community.battlefront.com/topic/120243-allied-aar-cmpzc-campaign-the-road-to-eindhoven-dommelen-battle-hex-1-6/I'll post the odd thing here plus any summary at the end so this thread maintains the record of the over all battle.
  22. Minute 50-49: No contacts to report. Lance Corporal Oldman’s Bren gun team started firing at the church tower. Figure 5 Engage tower Minute 49: Orders No change to any orders other than adding a few new ones along the river for 4 Platoon and the carriers and final house clearing at the farm.
  23. Initial situation The basic briefing is as follows: My order of battle is: CO 2 Coy: Major IanL 2IC 2 Coy: Capt. Chappy 4 Platoon: Lt. Baker 1 Section: Corporal. Eagen 2 Section: Corporal. Cottrell 3 Section: Corporal. Drummond 5 Platoon: Lt. Wentworth 1 Section: Corporal. Rose 2 Section: Corporal. Darling 3 Section: Corporal. Lauder 6 Platoon: Lt. McColloch 1 Section: Corporal. O’Brien 2 Section: Corporal. Bridge 3 Section: Corporal. Short 4 Section from the Carrier Platoon: Sgt. Lawrence (3x Bren carriers) 2 Section from the Mortar Platoon: Sgt. Curran (2x 81mm mortars on map) Attached FO: Capt. Bowie (with 2x 4 gun batteries of 25lbrs on call dedicated to this attack) The map is very flat – big surprise its Holland. The Dommelen river has river banks that can provide cover and the roads are slightly raised so infantry have places to hide. Thanks on the other hand will be very much in the open. There are three good places for AT guns – the woods at the back of the map the town and the village. Figure 1 The map Figure 2 The Dommelen Figure 3 The farm in front of 5 Platoon Minute 50: Orders 5 Platoon is opposite town in a small clump of trees. They will move to take the farm and engage church towner. 6 Platoon is in the middle also in a small clump of trees they will hold for their supporting tanks. 4 Platoon will move along the river banks with the carrier section. Lance Corporal Carnegie has been left behind to observe and wait for the supporting Troop so he can tell the troop commander what route 4 Platoon has taken forward. Capt. Bowie has called artillery on part of the town and the woods behind town with a 5 minute delay. Once the turns start mortars will be called on village to the North East (green circles on the map). Figure 4 Orders
  24. Technically it is bigger but nothing to write home about. Clicking on it jumps to photo bucket (or whatever service) and then if you press the + zoom button it got about 10% bigger for me. Mind you I'm look at the web site on a 24in monitor so perhaps the forum's default size starts off bigger than what some people see.
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