Jump to content

BletchleyGeek

Members
  • Posts

    1,364
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by BletchleyGeek

  1. I just came across something during my playthrough which I am positive the designer didn't want to happen. I can't find the author's contact details in the designer's notes, so if anybody can let me know his or her forum handle, I'll get in touch.
  2. Noticed that in Beutezug. The AT defenses there made me sweat (and bleed).
  3. For whatever is worth, the map scan is 8 meters per pixel. I had to jump through quite a few hoops to figure this out (using OziExplorer to figure out the map dimensions from the longitude and latitude markings in the corners of the maps), and I think it's info worth sharing.
  4. Let's say that your Mk IV's have been very, very lucky. Or those PIAT operators are ancestors of Frank Spencer. Speaking of King Ludwig, I haven't received your turn via Dropbox still. I'd totally welcome a frontal attack, they're very cool to watch I'd say that a British Platoon has more or less the same firepower as one and a half US squads. Or at least, in CMx2, I need a full British platoon to achieve what I can achieve with one full US squad + the BAR team of another. Those little 2inch mortars indeed aren't in the same lethality league as the US 60mm. But they can be very annoying. They deploy quickly and can be used to slow down an advancing enemy. And those smoke shells are priceless.
  5. Think about how karma balances out, DB, and how that re-balancing can affect the game we're playing right now
  6. Really? :eek: There goes my #1 problem with the UI, thanks!
  7. Very nice video George, thanks for sharing. Is there a master map of the environs of Borisov shipping with CMRT?
  8. You're not getting much sleep tonight, Steve. If my calculations aren't wrong, it's something like 4am in New England. All the best with the release!
  9. Yes, I was also wondering about that, since the disclaimer wasn't there.
  10. I've just noticed something very interesting on page 18, which I haven't seen discussed or commented. In the three pictures shown, the one in the middle suggests that we're going to be able to issue target commands over low walls and other similarly 'half cover' terrain features, rather than getting that 'No Aim Point' labelled blue LOS line. Is this something changed in CMx2 3.0 or it is just a coincidence due to the terrain being slightly higher on the far side of the wall? PS: Besides that I must say that the Tutorial has been greatly improved.
  11. Ouch, indeed. FTP isn't really meant for transferring massive files. I've been looking very hard at Google Drive - for a use case like yours - and it covers all the requirements (for instance, you can grant access to files by "broadcasting" permissions through a Google Group, which can be private, indeed). Their plans are really cheap, their servers are really fast and reliable and their little desktop application works really well (you can just drop the file in the Drive folder in your machine, turn off the screen and go to bed).
  12. About time you play against someone with actual brains, man
  13. Hmmm, judging from your handle, you sound like being based in Melbourne or Victoria. Would you like to do some WEGO TCP/IP games when CMRT comes out? Cheers (for real)!
  14. There's a Bear Simulator game on Kickstarter, with some videos which are, ehm, interesting. Similar concept to Carmageddon, but in a more bucolic setting.
  15. Copy & paste errors can happen as well. But yeah, one could expect that unfortunate coy survivors to be debriefed and provide some, probably contradictory, information on what had been causing those casualties.
  16. Classic and really easy to implement example of 'dislocation'. I've also tried to implement the notion of maskirovka - using foxholes, trenches and obstacles - as 'decoys' to mask my actual intentions. This use of fortifications is quite expensive, but it can pay big time. The critical bit of operational info in CM is composition. Assuming that the enemy has a force composition which is similar or designed to "counter" yours - which is usually the case in most scenarios which are designed to be "balanced" - may be safe and then those templates are, as you say, uncannily accurate. I have only played one scenario where the briefing information was - cleverly - misleading me, and I remember that playthrough as one of perhaps my most spectacular blunders ever (being spectacular as in "hmmm, how come is my infantry battalion assaulting a tank force? this was unexpected"). BTW, great thread, Scout
  17. Well, a couple weeks back I spent a weekend at the Huon Valley in Tasmania, and we indeed went to visit the amazing forests there. We also went through an area which was being harvested, and I could see how wide are the avenues opened by forestry operations. They were easy 100 meters wide or more. Back to Borisov. The circular 'roundabout' cutting through the forest totally looks like the kind of avenues foresters still open up in Tasmania today. I wouldn't rate those as mere footpaths, either
  18. Will reply to this, later on, that's going to be interesting, nonetheless Jason, the 31. PzGr Regt of 5th Panzer Division was hit by the 11th Guards Army on 29th June near the village of Kostritsa - which is about 8 kilometers to the NE of Borisov - and after a tough fighting withdrawal, found itself in Borisov itself by the evening of the 29th. The Red Army was in hot pursuit, or so I reckon, since the main road - which runs across the map - was blocked by a full Soviet Rifle division by that time. I can't read - given the German initial positions and the Soviet strength - there anyting like the kind of situation you're describing. In fact, it appears to me they didn't even have any kind of 'alarm' units to back up those Panzer Grenadiers. Krupki - where the Aufklarungs and the Tigers were - lies 25km east of Borisov. Whatever they were doing by the 29th of June, it was rendered irrelevant by the crossings north and south of Borisov (and Borisov itself being blocked). Indeed, the Germans didn't operate on a shoestring the whole campaign (which we could say spans from June 22nd to late September). But one week into the show, they were indeed operating on a shoestring.
  19. Too bad that he's a bit of a German 'fanboi'. He makes a lot of sharp criticism of the conduct of Soviet operations which is sometimes deserved, sometimes undeserved. He's a man with a thesis, and he'll put his head inside an oven if he needs to. For instance his insistence on how 'retarded' - or words to that effect - were the Soviets by operating on broad fronts in the offensive. "Broad" front offensives were meant to prevent the German counterstrokes: who were masters of the art of killing with 'backhand blows'. I doubt very much he would have heaped so much scorn on Ike - who was the mastermind behind the broad front approach, I think, in the Western front - as he did on senior Soviet generals.
  20. It is indeed somewhat slanted, but he doesn't do it in a very consistent way. He is pretty much in every chapter commenting on particular episodes dealing with treatment of prisoners, civilians, etc. judging Red Army soldiers behavior as barbaric and uncivilized, and not commenting so much on how barbaric and uncivilized were the retreating German soldiers. I think that's probably because he was using mostly German accounts: who didn't really delve too deep into the ugliness of their own side. There are also a few political comments and remarks here and there that seemed to me misplaced in a historical work. <SNIP> Besides that, I find it a work which is clearly derivative from Ziemke's Stalingrad to Berlin - the structure is strikingly similar - but offering more detail by identifying accurately German units identity, locations (and their timing) and general plans and postures. In that regard is useful. Again, since he's using German documentation, very often the information he gives about names, places and timings about Soviet units and actions are quite wrong (as wrong as the German intelligence estimates). He gets right what Front was pushing in what direction, and not much more.
  21. That was me, mate, and it makes me sad that I was wrong I meant "optimal" after seeing the rate at which the little details of the game art were falling into place (weapons icons, units icons, splash screens, etc.) on Bil and Elvis AAR and Chris' videos. Certainly, it's not a space shuttle launch, and those tended to get stopped quite often, but a game launch does indeed involve going through checklists which can be quite long. At least Battlefront self-publishes its games, so we don't have to worry about "orbital mechanics" such as "release can only happen at 0000 PDT" or "Thursday is the day brick-and-mortar store chain X puts new items on their shelves".
×
×
  • Create New...