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thejetset

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  1. Any info on this?? .... I tried letting the .50 HMG team leave the bunker and have two of the guys get killed ... then I tried to re-enter as a 3-man team. .... same results. The .50 Cal won't deploy. ... but the remainder of the guys in the squad shoot with their M1's
  2. I'm having an issue where my .50 Cal HMG won't deploy inside of a bunker. The soldier appears holding the HMG ... but it is not in a deployed position. I'm not having the same problem with .30 Cal MMG teams ... they deploy automatically and the weapon appears on the mount inside of the bunker. Are .50 Cals not allowed to deploy inside of bunkers??
  3. me too! .... seeing all the bitching and moaning we did to finally get it. But I agree with you. I think it has more to do with the types of battles being fought and the equipment used to fight them. It's not like you have a PT company with ONE 57mm ATG carefully hidden in a hedgerow to fend off a platoon of Panzer IV's. But this command should be VERY useful in the Market Garden and Bulge modules. ..... not to mention Eastern Front .....
  4. I know ... I could probably run a couple of tests ... but it is just so much easier to post it. What will units open up on with a "Cover Armor" arc?? - Tanks (I think this is pretty obvious ... I hope it is a "YES") - Tank Destroyers - YES?? - Armored Vehicles - (half tracks, Recon Vehicles etc ....) - ??? - Unarmored Vehicles - ???? - Guns and Howitzers - ???? - Bunkers - ???? Any help sorting this out is greatly appreciated.
  5. Hi Umlaut! Yeah ... I had to take a bit of a sabbatical!! .... I was using my free time to master the art of brewing beer from grain. (I was sick of Corona down here in Mexico) .... So far so good in the beer department! (Belgian Wheat Ales, American Pale Ales and nice Irish Dry Stouts ... mmmmmm ) But I'm ready to get back into Combat Mission again! I'd be up for a H2H game with you again any time. I think the trick is going to be reducing the amount of H2H games. I'm going to limit myself to TWO max!! Cheers! Eric
  6. Congrats team BF!! I really like the improvements made to CM:FI I burned out a few months ago and had to take a break!! My apologies to Noob and others in his very cool umpire campaign. I had a chance to play around with it for several hours this weekend (translation ... I totally holed myself up and turned off my phone and played for about 10 hours straight) I especially like the "Fire Briefly" command. .... I can't believe I played CM for 12+ years without it! ... It is especially great for mortars!! ... or combining a HMG with mortars for continual suppression for low ammo expenditure. .... the HMG rounds hit the area first for 15 seconds. By the time the soldiers are recovering from the HMG fire, the mortar rounds start hitting. You can suppress an entire area pretty well with just 15 seconds of HMG fire and about 5-7 60mm mortar rounds. These "bursts" of mortar rounds make the weapon a lot more useful! You can keep it in the game for a lot longer. Before (at least in WeGo mode) ... mortars were basically 3 minutes of high-intensity fireworks ... and then rear-guard riflemen.
  7. I would recommend the FredRocker campaign. It has a lot of scenarios that are great for H2H. (I would start from the 3rd scenario in the campaign and go forward from there)
  8. They won't release them at the same time. CMx2.5 (Bulge) would release about 8 - 12 months after the last module (Market Garden) for CM:BN. .... also, the Bulge would be a great campaign to do a limited scope op-layer!! WOW!
  9. Very true. The idea is to scout for where ambushes could come from ... not to scout to see if the area you are currently standing upon gets ambushed.
  10. Maybe we should start a pool for our predictions?? Whoever is right (or closest) is ... well .... right! My Prediction: Team BF is going to attack two fronts at the same time: Front 1 - Announce the Market Garden Module. This will run on the basic engine that Normandy runs on. However, it might include some extra terrain features and some tweaks with a patch. It will also include the FJ units. This will be the "Short-Term" goal. With a ETD around Christmas '12. .... Once work is finished on this front, the resources allocated to this project will join the continued work on "Front 2" Front 2 - They are going to start immediate work on the longer-term project which will be the Bulge release. This will be a new game and will not be compatible with the Normandy Series. It won't be a COMPLETELY new engine, but it will have some significant new features and new improvements and interface changes. It will be kind of like CMx2.5. This will have an ETD for sometime after Mid '13.
  11. Did this also apply to the German Penal Battalions??
  12. Hi Weapon, And in Through the Loop (GREAT Scenario btw and many congratulations to the makers of that map and scenario) ... the 3 fords are infantry only. Therefore, you better do some serious recon to locate and KO ATGs that cover the approaches to the bridges and the bridges themselves .... or those Churchills will just be burning hulks. .
  13. I tell you what. I am seriously impressed with the content in general that comes with this CW forces release. It is a serious amount of bang for the buck! It more than DOUBLES the base game in question of forces, maps and scenarios!! Also, the 1.10 patch has some pretty significant tweaks. .... I mean, I now approach buildings in an entirely different way. I think team BF has hit their stride. The "Module System" that was started in the Shock Force series combined with the greater interest and audience they have for the WWII setting .... hopefully this will be the "bump" that lets team BF keep taking it to the next level!!! With passion and resources .... competitors beware!!!
  14. Weird. I'll give it another shot from a fresh game in the next couple of days and report if the problem repeats. (I just didn't feel like starting a fresh game before and re-splitting all the squads and re-placing all their movement orders, fire orders etc ....)
  15. Yes. I have the SAME problem! I hit the Red Button .... and ........ nothing ... then a crash. I thought it might be related to the number of fire missions that I ordered at the start of the mission. But I re-tried without calling any missions and had the same problem. I had all my squads split from the start. I was playing in WeGo, Allied, Warrior Mode vs AI. It has only happened in that scenario. All other missions have worked just fine.
  16. Me neither! .... Hey, you guys aren't sill sore about that whole Revolutionary War thing are you??!!!
  17. .... and don't forget your dry socks!! Dry socks are going to win this war!!!
  18. Hi Azon, I would highly recommend reconsidering the RT and play "WeGo" for this game. (especially for any scenario that uses more than about 2 platoons of men) If you look at a lot of the comments, it requires really zooming in and taking advantage of terrain and "seeing" what is happening through the eyes of the individual píxletruppen. Also, you really need to split squads and micro-manage to have success with realistic casualties .... i.e ... splitting your LMGs to provide support and a good base of fire while sending forward recon units or assault units. etc ...... I used to play a lot of RT war games such as Close Combat and Total War. But wayyyyyy back in '99/'00 I was turned on to this "We-Go" system ... and have been a fan ever since. .... In fact, there are many times where I wish that Total War would take a page out of BF's book and implement a WeGo system. I think the loss of being able to react immediatly to a situation is far outweighed by the extra intel and situational awareness you gain by being able to re-play the action again and again from different angles (you hear units, you see where and what units got hit, you see units that maybe only appeared for a couple of seconds and then went invisible again) ... Playing RT (and I still play RT occasionally in small scenarios) ... I too often have units on my right get completely decimated while focusing on something that caught my attention on my left. (or viceversa etc ....) Also, with "WeGo" you can sit back and drink a cold-one!!! VERY IMPORTANT! Finally, you can better take advantage of the graphics and cinematics of the game ... (while maybe not as nice as something like Napoleon:Total War ... are still quite nice!!!) Cheers and welcome to the game.
  19. I was/am very impressed with the map on the "Through the Loop" scenario. It is spacious and plays very well with the amount of forces allocated. I feel I have time to maneuver and launch my assault in stages with many different options for proceeding. I am really looking forward to playing more maps like this .. especially in H2H play. Who-ever made this map, wow, congratulations, you did a fantastic job!
  20. I really like the additional cover that buildings provide. When playing against AI, many British pixletruppen lost their 1's and 0's in discovering this the hard way. However, does anyone know if this also applies to wooden buildings. (I'm too lazy to make a test myself because I'm not very good at the scenario editor) I like the additional cover for concrete and especially stone buildings ... but I wouldn't want it to be that way for wooden barns and structures of that sort.
  21. I think BF needs to model the 60mm tactics shown in this video! http://www.youtube.com/watch?v=gdbMpLHE8ww&feature=related
  22. Hi all. I was wondering if someone could verify this with real-life WWII tactics?? I've noticed that the 2" mortar seems to be a lot less accurate than the US counterpart (60mm mortar) at ranges over 200m. Actually, it is less accurate at all ranges ... but >200 seems to be the real breaking point. Therefore, I've found that my Commonwealth tactics have evolved into keeping the 2" mortar team much more integrated with the platoon. With the US forces, I usually have the 60mm mortar team fairly back in depth. They can lob rounds over the front line or even go indirect if necessary with their platoon or company commanders. Even with the 1.10 patch, 60mm rounds at 500+ meter range are still accurate enough to nail about any soft target after a few shots. With the CW forces, things seem to be different. I've found that you really need to get the range down below 200 or 250 meters to have a decent shot at neutralizing the soft target with those 12 HE rounds. (nothing worse than THINKING you KO'd a HMG or field-gun behind a hedgerow and finding out that ... "oops ... not quite" when advancing the platoon forward.) Therefore, I've found that I play CW platoon level tactics by keeping the 2"mortar team right in together with my Base of Fire. (the guys with the Brens). ... or at the very most a couple of meters behind them. Small difference, but it makes for some pretty distinct tactical differences between the way the US forces and CW forces are played. That and the rifle firepower (M1 vs. Enfield) output difference.
  23. *spoilers* I lost my Churchhills in the first couple of minutes! ... and I kept both of them far to the right and behind that first line of hedgerows. ... but I am pressing forward without armor support. Also, that German sniper on the right really caused some damage! I had him suppressed most of the time while advancing scout units with SMG's .... but he managed to score 5 kills with his PISTOL at close range. Finally, I noticed that the 2" mortars are not nearly as accurate as the US 60mm mortars at ranges over 200m (at any range really, but you really notice the increased dispersion at >200m) ... I think the 2" team is designed to be much more integrated with the platoon compared to the US counterpart.
  24. +1 to the "Default Stating of best played as Allies, Germans, H2H". Also, +1 to what noob is promoting. I am currently participating in the beta version of his operation system. It shows great promise and is what it claims to be: a paperless Op system that two people can easily resolve on their own without an umpire! I think the natural evolution of playing combat mission is as follows: vs. AI >>> H2H with quick-battles >>> H2H with scenarios (hoping for un-balanced, unique scenarios) >>> H2H campaigns, where your actions in one battle effect the rest of the campaign and the 1's and 0's of pixletrupen have so so much more meaning!!
  25. Also, I would HIGHLY recommend that you play in "WeGo" mode instead of "Real Time". It makes the game A LOT more relaxed and enjoyable in my opinion. With WeGo, you can take your time to plot all your moves in detail and then sit back and watch the succeeding minute of action over and over again from different angles. I've tried Real Time for several missions ... but I always found myself CONSTANTLY pausing it and always playing in a very zoomed out level ... and even then, always missing details ..... it is much more cinematic playing in WeGo.
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