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Rokko

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Posts posted by Rokko

  1. @Heinrich505: Nice pics again, I guess you win some you lose some

     

    @Combatintman:

     

    Thanks a bunch for that awesome and in-depth analysis! It's a great way to enable me to understand your and other peoples' thought process when reading the briefing and playing the scenario. I already have gotten some ideas on what I should change in the briefing to make things more clear by reading your interpretation of it.

     

     

    For one I am suprised by your gross overestimation of the enemies strength. Reading the briefing I get how you could come to the conclusion that you're facing a full Rifle Regiment while it is actually a much smaller force, I am going to make that more clear.

    Of course the division would give you more than a depleted batallion and some Stugs to fight a full Regiment ;)

    Also, maybe I will try to make things more clear on whether you should expect enemy armor or not. On one hand it's nice to have some level uncertainty, on the other hand it might be more realistic to have such operational intelligence on the topic of present armor threat.

     

    BTW COA2 is probably most closely to the one I had in mind when designing the scenario, but since your assessment was you were being outnumbered I get why you came to a different conclusion.

     

    My plan is to make a Redux Version once the first module is out and we get actual Waffen-SS TOEs (although the Heer one is pretty much the same, maybe some differences on the squad level).

     

  2. You can mark one tile in the editor that you know has a specific unit on it (just make it dirt or whatever, anything that sticks out). You have to remember exactly which unit is on that tile. Then you crop the map and afterwards you can just select all units on the map, click on the unit you remembered and move back to the reference tile. All other units will be moved as well and will be in the spots they used to be before.

     

    Works for fortifications as well

  3. 1. I will post some pictures explaining what I mean later.

     

    2. I mean as the scenario designer you could, instead of placing the tanks in a column along a road, already place them on the fields and in formation so place them in a bunch of platoon wedges or something with some distance between each platoon formation to allow for easy visual distinction from the start. That way the whole thing becomes more accessible, since as of now, the first thing the player has to do is getting this column in order for it to be useful in combat, which is a rather tedious task.

     

    3. A good and easy rule for this is to give every water tile that connects to a land tile an elevation fix. That way you can make sure to avoid those steep cliffs near water. Another tip is to make all shore water tiles shallow fords. It looks much more natural. I do it that way for every piece of water except for rivers that are less than 3 tiles wide. For a lake you'd for instance have most of the lake be regular water tiles with a ring of shallow ford tiles around. I hope that is understandable ;)

  4. Thanks for your kind words! I'm looking forward to your report ;)

     

    It seems a lot of people feel the frontal approach to be too daunting and try doing some smart manouvers

    which don't really seem to work.

    Given your general long range and indirect fire superiority at least in theory the long LOS distances should give you a general advantage here though. I'd really like to know if that works in practice as well, though.

     

    I can't remember the point allocation anymore, but I think the German player gets 60% of the points for taking ground and 40% of points for killing Russians. So my assumption would be you probably didn't manage to fully occupy the Northern village?

  5. I generally agree with those points, although I haven't seen apolitical people using these extremely specific Nazi symbols for the sake of provocation. Satanists (and I am talking LaVeyian satanists here) often admire the Nazis and their symbols for their brutality and general radicalism, but you can't really shock anyone by using a black sun or a SS deaths head, because I bet most people wouldn't even recognize them as Nazi symbols.

     

    BTW, for me Neo-Nazi ideology would be defined as a combination of a white-supremacist believe (today mostly some sort of "pan-Aryanism"), some sort of Blood and Soil ideology and a general believe in a strong dictatorial rule by some leader figure (oh yeah and of course anti-semitism). Plus a fascination with historical Nazis and their imagery. To me that seems like a reasonably strict definition I would bet you'd find that combination in most of the Azov members considering their faible for that awfully specific set of NS imagery.  

     

    Edit: Getting OT here again, will cease that from now on ;)

  6. Thing with powerful symbols like swastikas etc  is that people might be using them just because they are powerful. It's very very stupid nevertheless but I think we can all concur that there is never a short supply of stupid people.

    Some of their imagery is just too specific. I mean you could argue the swastika is an ancient symbol and not necessarily Nazi imagery, but the SS Deaths head (seen it twice in that video) and the black sun (on the regimental emblem!) are have no other/earlier origin or anything like that.

  7. Everyone knows Azov are mostly Neo-Nazis. Them and Aidar. They don't hide that and you can see lots of Neo-Nazi tatoos, Totenkopf patches and what not in the video (not to mention their black Sun/Wolfsangel emblem). BTW if seen enough evidence of Neo-Nazis among the Separatists as well.

     

    Also, it seems Azov was turned into a regiment lately, whats that all about?

  8. I haven't played it yet, but I have looked at the map and the Axis setup, here's some points I've noticed:

     

    1. The map could be more detailed, especially the roads, you can't really rely on the road tool exclusively.

    2. The German tank column mostly means a lot of work for the player, I'd suggest instead of placing them in a column,

        do some work to place them in company and platoon formations, that way you get a start setup where the player does not

        have do that work first of all.

    3. The lakes look weird due to being at a higher elevation level than the river. I'd suggest to either lower their elevation or the        elevation around them or replace them by a Marsh/Deep Marsh combination of tiles

    4. You can alter building textures by Shift+(left) Click on them. Buildings that form complexes should have the same texture to increase visual fidelity (for example the building complex east of the Bahnhof).

     

    That being said, I want to thank you for taking the time and creating this scenario for us, I personally appreciate anything that helps keeping CMRT alive ;)

  9. Engaging ATGs frontally with HMGS at such ranges, even its 4 HMGs  at the same time against only one ATG (which I doubt since I know this scenario) strikes me as a pretty bad idea. I wouldn't be suprised by that outcome. Either flank them and shoot from short ranges (no more than 250m) or use indirect fire or tanks which can withstand hits from these particular ATGs

  10. I was just looking at a bunch of vehicles in the editor and I noticed I couldn't make out any visual difference between APS equipped and non-APS equipped vehicles, neither American nor Russian. The only exception is the ARENA equipped BMP-3.

    Is that intended to not let players know if a vehicle has APS or not?

  11. CoH is a different pure RTS game. Playing on Iron only means that friendly units have to spotted as well which to me is just nuisance.

    Anyways, I would have thought that unless you gave your Abrams a Reverse order to the other side of the map. When I played this vs AI the Russians didn't fire any artillery at all. Also, I believe there is nothing in the game which can penetrate the Abrams turret front, not even the AT-14, so they are almost unkillable when hull down

  12. Very interesting, thanks for posting, So appearently from what I can gather, from the 5th Tank Brigade's four batallions one batallion was formed to be sent into Ukraine. That seems to be in line what has been said earlier here about the way the Russians organize their combat forces.

     

    BTW, that "explaination" on how T-72B3 could get into Ukraine was sadly something I have read on liveleak where it was brought forth as a serious argument, not a joke.

  13. I guess uploading this the same day CMBS was released wasn't exactly good timing, but combined there have been 128 downloads of this.

     

    I really would appreciate some feedback to learn how to get better at this, even something like "didn't play cause the size put me off" would be helpful to me.

     

    So please, if you have played this scenario, tell me what you thought about it. Be as harsh or negative as you like, I won't mind ;)

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