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A Canadian Cat

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Everything posted by A Canadian Cat

  1. As you can see I have had trouble getting them to shoot. The action squares here are all on an angle and there are trees and elevation changes. I have another turn to write up but I &ave tried many variations. I hope this time it works.
  2. That is an excellent idea. I often forget that infantry can pop smoke. I actually have one squad on the other side of the alley. By luck one squad made it when the tank was shooting their platoon HQ. I could mess with DTs head tool. I have been known to pull off before. Frankly I would rather kill the tank.
  3. I think what the OP was missing is that the blast command *is* a type of move order. Get them to move along what you want to destroy, just like you want would be issue any other move order.
  4. I would like to see this as well. There are some people who want the flexibility of the editor with the support of points like the QB games. We would like to see the editor get a points total just like the QB force selection. Yes, I know there are those that do not see value but we do. Rather than raining on our request they should start a thread to ask for something they want. BFC is really good at prioritizing features.
  5. Ah version numbers. Everyone has a brilliant idea about them. Not that yours is not good - because it is. But if you ask 3 developers how version numbers should be handled you will get 3 ideas. Then if you ask 3 customers for their input you get 3 more. Now you have 6 different ideas and no matter what one you pick no one will be happy Just be happy BFC does not tell us all their internal code names then you will have version numbers you do not get and a bunch of unrelated names that are even less help.
  6. Note to @Erwin. I forgot to give them a face command at their way point. As soon as I read your post I thought - oh man I forgot. Since I had played the turn before your post - I got a bit behind in posting - but now I am caught up. Note about the visibility. Those trees are not really blocking things too much. When I play the next turn I will take a shot of their view when they are on the move.
  7. The final orchard withdrawal. The crew of the abandoned Stug is making their way back. With luck they will make it and get out of there before the Churchill tank in the orchard gets over there. The Panthers from the farm are forming up to move to town. There is an Achilles that is currently preventing them from travelling that road so they either have to go after it themselves or the artillery calls need to do the job. I will wait and see if the artillery chases the TD away before committing the Panthers to attacking it. These guys are not in the best shape. One is fully operational, one is without a main gun and the third has severely damaged tracks so is moving really slowly. Ok third time trying to deal with that Churchill tank. This time the AT team is coming further out and then heading back into cover. I hope this time it works.
  8. This was a pretty quiet turn. My AT team failed to get a shot at the Churchill tank – again. The infantry advance in the town is pretty much stopped cold because of that tank. It has a commanding light of sight down one back alley that cuts my guys off from getting deeper into the town. This AT team is covering that alley – if they move past that building they run right into the sights of that tank. If it tries to come into town they are waiting. Meanwhile more infantry enter the town. The mortar teams of 5 Company pulling back. This AT team was almost in the right place near the farm. Trouble is they are looking right when the action is on their left. That tank drove out of sight by the end of the turn.
  9. As you can see the Shrek team did not get LOF on the tank again. So new orders this time they come straight out of cover past the corner of the building and then back to behind the building. The orders screen shot was not the best. Spoiler alert - the failed again. Damn! The next orders have a different variation - third time will hopefully be the charm.
  10. I am going to try again with the Shrek team and that Churchill tank. At the back of this picture you can see a different version of their move between cover, hoping to spot the tank orders. With the last of 5 Company making it to the woods the mortar teams pack up and head for the woods too.
  11. The 81mm mortars rain down near the other entrance to town. Which is good because the only remaining Shrek team is out of amo up there on the ridge. The Churchill tank in the orchard has inflicted its damage – that squad that was caught there has been eliminated. At the farm some of my men are surprised by something. They have no idea what or where the shot even came from.
  12. Until finally six hits from the Panther’s main gun the tank finally dies. My Shrek team in the town never get a good LOF on the Churchill tank but make it to cover. That tank however proves to be a real problem. It has a great keyhole line of sight between buildings and really hurts one platoon that was moving into the town from the woods. It also sees the side of the Stug that KO’ed a Churchill from behind last turn. After a couple of shots to clear the trees and two more hits the Stug is destroyed. They never figure out where the shots are coming from. Other infantry continue to enter the town. I now have an entire Company in the buildings at one end of town.
  13. At the main entrance to town my Panther and the Churchill tank duel it out. The Churchill scores some hits but the all bounce off. The Panther on the other hand does some damage. This turns into a blast fest. The Churchill does not return fire after the first two exchanges but it also does not die right away. Hit after hit…
  14. I this case the movement order is already facing the right direction because it is not a direct move across but move forward into the open and then back to cover.
  15. Cool back story to the map. Yes, in this case the Stug had been there for several minute - covering that approach. The TD was the one moving.
  16. LOL - thank goodness for that Who wants to start a petition to ask Moon to lower that limit some more.?
  17. Nope it did not. I have to write up the turn but basically they did not see the tank. Things are pretty tight between those buildings and the LOS is not clean. So the orders I gave did not let them see the tank. I am trying the move again going the other way but with the team coming more out of cover this time.
  18. The infantry at the farm continue to take up defensive positions and push to occupy the entire farm. The withdrawal at the orchard is progressing well. One Churchill tank has wondered pretty close to town. There was a recent thread about having a Shrek team run between two points of cover and take a shot as they moved. I am going to try this out in a real game here. Meanwhile infantry continue to head into town.
  19. The Stug in support at the farm gets a really lucky shot. Through the trees and under a bridge. He manages to thread the needle… …and destroy and Achilles. Over in the orchard most of 5 company have withdrawn but this squad could not get away fast enough.
  20. The infantry guarding the entrance to the town find one of the Churchill tanks that had pulled back. And the manage to get a solid hit from their Shrek team. But alas they do not kill the tank. Instead it kills them. Just about all of them. Meanwhile back on the farm the platoon enters the garden.
  21. This was another mad minute turn. There was lots of activity starting with some truly amazing news. The Stug that I sent to get a rear shot on those Churchill gets into position and before he is spotted he fires. …and hits destroying the enemy tank. Just moments later the infantry nearby score a direct hit too. And the other Shrek team hit their target too. But this tank is not destroyed and it guns down my Shrek team before they can reload.
  22. Yes, you can. It is a joy to create maps using the underlay. Check out my first experience here: http://www.battlefront.com/community/showthread.php?p=1391571&posted=1#post1391571 The thread has links to other threads for how to create the contour lines. I am still working on the AI - different challenge.
  23. This just happened. Two Panthers were trailing some mech infantry. The lead pioneers had reached the wall and were preparing to breach. One of the infantry spotted a nice juicy truck on the other side of the wall (enemy truck is 300m or more behind the wall, my HT is 300m away from the wall). Next turn command phase I tweak the Panther's paths so they follow the HT that spotted the truck and add a slow and a pause for the lead Panther (second panther is away behind so I just get him to stop behind the hill). When the turn comes back the lead Panther spots an enemy Panther (we are playing red on red) where the truck was expected to be. The gunner takes aim - looks like I am going to get the drop on him because he is still turning his turret. Just as the gunner pulls the trigger the driver hits the breaks. Tank nose dips, round hits the ground most of the way to the wall. Down goes one of the pioneers. My guys frantically try to reload. But it is too late one shot hit one shot kill. But it gets worse. During the command phase I decide not to risk my other Panther and back him down the hill to reroute him into cover. I am done taking risks against this opponent. He is good and lucky - nasty combination The next turn comes back and I discover that not only is my second Panther not really hidden behind the hill but the enemy Panther already has a bead on him. Two Panthers down in 70s. This is not starting out well at all.
  24. Oh, yes please. Blocking bridges roads and gaps in obstacles would just awesome. I am sure it would lead to plenty of frustrations - but the right kind of frustrations. The kind that results from your opponents doing bad things to you.
  25. What!?!?!? I know exactly hot fix it. Oh wait you mean some kind of agreement on what to do. So far I do not think I have spoken to anyone who likes the same ideas. LOL - tempting indeed but way to medieval Which is great - thanks.
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