ExurbanKevin
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Posts posted by ExurbanKevin
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The burning jeep was first blood. I miss understood the briefing and thought I was moving into a undefended area. Ooops the recon guys paid for it. Actually some of them got away but the jeep sure did not. Also the team in the near ground were caught in the open by a HT's MG42 all lined up. It sucked to watch that one burst and four men down.
This is getting interesting.
I am endlessly fascinated by CMBN's ability to suck me in to cheering for my pixeltrüppen. I wince when one of my Shermans get Ronson'd, I cheer when an MG team holds the line and stops an oncoming infantry charge dead in it's tracks. Unlike other RTS games where you're too busy clicking on things to feel the battle, in Combat Mission, you're acutely aware of all those (virtual) letters you're going to have to write home when you charge against the bocage fails in front of your eyes.
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A Combat Mission Collectable Trading Card Game!
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Getting anything out of BFC about forthcoming releases is like telling the tooth fairy to hurry up.
Meh, we Mac users are used to it.
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Combat Mission: Russo-Finish War
Or
Combat Mission: Channel Islands
Or
The Prequel to both CMBN and CMCF...
Combat Mission: Dieppe!
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"So Hans and I are hanging out in the motor pool, knockin' back a few, and Hans says to me, 'Here, hold my beer while I weld this...'"
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- On-map 75mm pack howitzers. The Germans can have infantry guns, why can't airborne troops have their support weapons on-map? I used to love setting up QB's in CMBO where misplaced glider infantry has to defend an artillery position from a German counterattack.
- Allied anti-aircraft guns.
- Troop casuality reports for off-map artillery. If they're already in the game, I can't find them.
- Agree with the single file infantry columns 100%.
- And the shooting around corners thing as well. There' a word for infantry that runs into the middle of the street to engage the enemy: Casualties.
- More half-track variants. Where are the M16's and T12's?
- On-map 75mm pack howitzers. The Germans can have infantry guns, why can't airborne troops have their support weapons on-map? I used to love setting up QB's in CMBO where misplaced glider infantry has to defend an artillery position from a German counterattack.
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New secret weapon.
"Six PanzerGrenadiers came to kill me one time and the best of them carried this. It's a Callahan fullbore autolock, customized trigger and double cartridge thorough-gauge. It's my very favorite gun. I call it 'Vera". "
(With apologies to Adam Baldwin and Josh Whedon)
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I'm running CMBN with the patch on OSX.They do continue to fire on a tank that has just buttoned up, to the same degree that AT weapons sometimes continue to fire on a target they've destroyed "to make sure".The issue shows up the most with "A New Dawn", and I now that I think about it, it may be because the Germans saw an M5A1 unbuttoned, started shooting and then because of the darkness, they couldn't see that the tank is now unaffected.
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I'd love a "Cover Armor/Cover Infantry/Cover All" option as well. I'm tired of my infantry wasting ammo and revealing their location by blazing way with small arms at buttoned-up tanks. AFV's and light vehicles? Maybe. But a Kar98k ain't punching through the front armor of a M5A1, no matter how much Jerry wants it to happen.
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That. Is. SO. Cool!
Well done!
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My concentrated 105mm barrage didn't just blow up the building, it blew it down into the center of the earth!
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In my limited QB experience I've been disappointed with Mix. As stated it always seems to come out armour heavy. Would really improve QB's to re-add this option.
And the reverse seems to be true on offence. I pick a balanced mix of armor, infantry and artillery, and the AI goes with 88's backed up with MG42 nests and mortars with nary an infantryman in sight.
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Ran into the "Tank Crew with Attention Deficit Disorder" problem yesterday, playing a QB in WeGo against the AI.
My Sherman was hiding behind some bushes when a Pzkfw IV wandered into LOS less than 100 yards away. My first shot was a miss, then the Pzkfw moved behind some trees and out of view. The Sherman immediately slewed it's turret around and engaged some infantry off on the horizon, when less than 10 seconds later, the panzer continued pass the trees, turned, and Ronson'd my Sherman.
I get the limitations of the game, but an existential threat that's less than 100 meters away is a BIG DEAL even if I can't see it and it deserves all my attention, not a few scattered figures off in the distance.
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Milk run.
The same miniatures effect as before with some motion blur on the dust trail and exposure adjustment.
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Sure, those shots look amazing. But do you know what would make them look better? Yeah, a big set of fingers coming down from the sky to move the tanks around. You know you want to do it...
INCOMING! !!!
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That's what inspired me to make that shot, Seabee.
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Very nice effect, ExurbanKevin - as a miniatures wargamer from way back, I like it a lot.
What, may I ask, exactly did you "tweak" in Pshop ? ( roughly, not asking for a step by step thanks )
Thanks.
I did a light clone/stamp to blend in the textured area / non textured area on the lower right, then I followed these instructions, more or less to get it where I thought it looked good.
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No mods, no nuthin', baseline graphics settings on a year-old iMac. Some work in P-Shop to get the "miniatures" effect and remove an errant tracer round.
Egad, I love this game.
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Battlefront's argument for not coding in tank riding in CMBN is their same argument for not coding in horses and motorcycles in CMx1: battle has been joined and thus there's no need to display transport capabilities that would not be important to actually fighting a battle. (Still, I remember many a CMx1 scenario where I would load up my infantry on tanks to rush them into the fight or off the map for victory points.)
I found tank-riding in CMv1 was very useful in two circumstances: Getting my forces up to their first defensive positions in Meeting Engagement battles, and similarly, moving reinforcements up to the thick of the fight after they appeared on the map.
Both of those situations occur after the battle has "officially" started and having the ability to move a squad of infantry at the same rate as my armor would be very useful in both circumstances.
After all, if the infantry can hitch a ride off the map, why can't they hitch a ride ON the map?
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M18 Hellcat
Archer TD
Canadian Kangaroo APC
Assault Boats to cross water
DUKW to cross water
Free French Regular Forces
FFI Forces
And Alligators, Buffalos and Terrapins as well. REALLY looking forward to slogging through the Scheldt when/if BF comes out with a module about the drive to Antwerp.
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My first QB with a Heavy Cannon Battery, TRP's and good FO's. This poor PzkpfwIV took an cannon shell RIGHT into the top of the turret.
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Bagpipes. It needs to have bagpipes.
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I've seen similar with the AI on defence. I set up a nice balanced force of armour, arty and infantry, only to find out I'm fighting 6 entrenched 88's and two spotters for 150 infantry guns, and that's it. No, no doubt such things happened for real, but every single time?
And +1 to the Combined Arms idea.
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What I Miss About CMx1
in Combat Mission Battle for Normandy
Posted
Development cycle and feature creep, that's why. In order to ship product within the 21st century, they had to make a list of the things to keep from CMv1 and what to leave out.
Me? I miss fire, AAA and the on-map plane silhouettes. There was a certain "Oh crap, here it comes" moment when a plane's shadow swept across the map, no matter whose side the plane was allegedly on...
Even though there's things I miss, I'll never trade down to v1. v2 is so much better in most every way.