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Sgt Schultz

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Posts posted by Sgt Schultz

  1. Now if my QB StuGs would flip over and sink on swamp tiles when immobilised, then I wouldn't mind bogging so much.

    ------

    Oh, and I had a late '90s Minivan that got its rear drum brakes flooded for a day and then sat for a month ... it had to be dragged screaming from my driveway with the drums rusted tight.

    My next car will just have to be a StuG.

  2. You have to set the actual time of day. Be aware that different days have different sunrise/sunset times... just like in the 'real' world.

    Also be aware that the 'clock' is running in the editor while you are in 3D preview mode. If you take a long time to look around(or go afk), the sun will come up or go down, according to the settings.

  3. +1 to Everything Yankee wrote.

    Increase deviation and leave everything else alone on the mortar side.

    -

    I agree on the troop side that the boys should hit the dirt and start a Slow/crawl movement AWAY from light mortar point of impact unless inside a fortification/building. No spotting, no taking a knee, just crawling away from strikes, and towards structural cover if possible, until told otherwise by the great commander in the sky.

    I would rather lose men doing something proactive and sensible than just waiting for the other shoe to drop... within the same action spot.

    -

  4. I go by time limit.

    Anything over 45 minutes needs Hannomag ammo support for either side. One per company, usually directly attached to Company HQ.

    Mortar ammo bearers will be out of work by the time infantry usually need to re-up. This is a good reason to attach each on-map mortar to a different platoon. Auto-share activates with all assigned battle buddies once the ammo trip has been made.

    Empty Ami 60mm mortar Teams work well too. Mobile, and already organic to almost every Ami formation.

    No more sending sending a valuable front-line asset on an ammo run.

  5. I still have 4 cardboard boxes full of maps, and pieces, and rules, and scenarios...

    I would have to be at some ASL-only week-long retreat for the hopelessly groggy to undertake another ASL jaunt.

    Please tell me I am not the only one to have a cat run across Western European battlefields and ruin 3+ hours.

    Since I now reside with three felines... I think ASL is out of the question.

    I stopped playing ASL the day I found Panzer General for MSDOS.

  6. ...and if your opponent sees this post???

    :D

    How do you plan on "blowing" this bridge? What type and size of bridge? Have you destroyed this bridge in a test run of the map?

    You may have a flaw in the plan right there.

    ;)

    I would channel forces into a killzone by allowing one or maybe two closely-spaced crossings.

    AT Mines>Hedgehogs. A Mine kills or at least immobilizes, and a Hedgehog cannot. Let him find out the hard way.

  7. To the OP's original query from a design standpoint...

    Currently reinforcements can be set to 5 minute increments with variable timers on each one. This makes for sloppy drops and ensures massive headaches for the designer.

    While it is quite possible to drop paras in Unfit or Weakened condition with all sorts of jump-incurred casualties and other liabilities, without 1 minute increments it is quite difficult in practice.

    Bring back the 1 minute reinforcements and I can throw all sorts of stumbling, confused paras all over the map just before dawn.

    All the rest of the ingredients are there. I know, I have tried. ;)

  8. I want to run this one up the flagpole and see who salutes it before tackling a ticklish AI plan job.

    I got the idea from seeing requests for small battles. It took me about a minute to complete the thought to its logical conclusion.

    Working title - "The Most Dangerous Game"

    Situation - You are a downed pilot that seems to be well behind enemy lines.

    Mission - Exit the Western Map edge to hopefully find the Allied Lines.

    That's it.

    One man alone with a scattered German AI platoon looking for him. They saw the chute and are heading to that spot now.

    ----

    What say ye?

    EDIT - If that is TOO small, then make it a bomber crew with let's say 4 guys.

  9. Also one another beginner question - how do you make an indirect order a smoke shell from the mortars or offmap artillery? I must be blind or something 'cos i don't see the command available to me.

    Smoke screen has a major importance in this level and without it your men eat lead on the filed when hey start crossing the bridge...

    Any help much appreciated.

    During the fire call process you can pick Smoke from the options. It is at the bottom of the choice list inside the artillery call-in screen.

    You also have to check to make sure there is smoke available.

  10. Here's how the Germans were taught to do it "by the book" (from the translation of the WWII German Company Officer's Handbook):

    GermanOfficerHandbookCompanydefensewwII.jpg

    Advantage attacker???

    Final thought: You might say it's impossible to set up a defense like this on a typical CMBN map, especially some smaller QB ones. Fair enough, but then that's just the map's fault, not the CMBN engine itself. Bad maps make for bad tactics and gamey outcomes. All that's needed is to make maps that are big and realistic enough for the battled you want. The tools are there.

    ---

    Bears a similarity to certain battle just put out by someone ....

    ;)

    ---

  11. Aye Beast, that is something to do with any battle you seem to find "too easy". :) Rather than tweaking the AI plans, it is easier to make Terminators.

    I used to do the same in CM1. Pick who you are going to fight, give them more, and make them MEAN.

    Do that enough, and the first real person you play will be in for a surprise for sure, as you sweep them off the map wondering why it was so easy.

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