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Haggard Sketchy

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Everything posted by Haggard Sketchy

  1. France 40 is overlooked way too much and I MUST PLAY IT
  2. Playing these games ruins so many movies...
  3. Probably the same reason BF declined to add hand-to-hand fighting. What goes on in close quarters is already abstractly depicted and these specific things are too rare and too much hassle to add. I'd imagine soldiers are pretty good at avoiding getting squished. Though I do recall a German tactics training video showing deliberate overrun attacks against infantry in trenches. H2H was a bit too common in the CC series. That game was pretty wonky.
  4. They're fun. They're all blue vs AI though. Bah! I hope the full version has a red campaign. Protips for newbs: snipers & buildings are a lot more effective than in SF & Afghanistan. Soldiers seem to get tired faster. And make sure your stingers are in good open spots.
  5. B.R. Meyers' Cleanest Race (what Panzerguy mentioned) has an interesting take on this. Basically the DPRK's propaganda style emphasizes racial & moral purity, regardless of material well-being. See 34:22. So there may be no such shock to them. North Koreans are quite aware of their inferiority in such respects.
  6. Infantry seems more forgiving. That body armor is really something...I had a team just survive several precision airburst strikes.
  7. For example, under such a propaganda system, the dominant ideology would be described in nice terms such as "democratic" and "free market". Any opposition would be demonized under a convenient umbrella term...like say, "totalitarian" or "extremist". "The list goes on and on" because your points are all redundant phrasings of "state uses force" which describes every existing social system ever. Anyone can play that game: I mean, that other guy even brought up "they both have red flags" lol. These are the graspiest straws in all of Strawsville. And no communist would condone any of the ones you listed, whereas fascism is explicitly in favor of them. Not exactly two sides of the same coin there. Yeah, still-commie/nazi/fascist Russia versus totally non-fascist ex-Warsaw Pact countries. I guess the lionizing of Bandera counts for nothing. Man, Marx wasn't kidding about that spectre, was he? Reds everywhere!
  8. Putting a face order on a waypoint is good to adjust their facing ahead of time. The highlighted action spots will show accordingly.
  9. +1 to Korea. An upside is that a lot of the equipment is already in. I guess the same goes for 1980s-on though.
  10. I like area target to make sure the CAS gets used up in time though. On actual spotted targets too. Scrubbing means having to wait another dozen minutes or giving up on using the CAS entirely, which means more work for the grunts.
  11. CM:A had pretty effective use of nades. I wonder why the change?
  12. Amen to Broadsword's post. I've been playing the Nijmegen campaign. It takes a long time to use up air support, and all the while you can't move anywhere near the strike circles, which means doing nothing for like half the allotted time and then rushing at the last minutes.
  13. I think trees make it worse. Notice how they make shells explode above? But forests conceal against spotting so their protection is good overall. Just don't use them for indirect cover.
  14. Labrynth has full arty ammo after I used half of it in the previous scenario, contrary to what the briefing said. Possible mistake?
  15. Bumping for the same question. How can your guys find anything without suicidal exposure?
  16. The root problem with the HoI series (and other Paradox games to lesser extent) is the sheer scale and complexity. When you have a game that models units to every brigade, time to every hour, along with diplomacy and espionage and all that...good luck making a balanced, realistic, historically plausible game. Never mind an AI that can handle it. SC series compares favorably if you don't want all that detail. That said, there's nothing like HoI. Complexity is its unique point and its flaw. I played several MP games of HoI3 a year or two ago. It solves the AI problems (for major nations), but nowhere do a game's shortcomings get more apparent than in the sheer gaminess of experienced human players competing with each other. Hence the necessity of like a bazillion house rules. Oh and the connection gets dropped by one of a dozen players every so often. A pain, but worth trying. @Sequoia yes they did add a tooling system.
  17. A union of strategic, operational, and tactical levels sounds awesome, but would be pretty pointless for single-player between all the management/AI/abstraction issues. The only way I see it working is as an MMOG. There is one attempt at this. I love it really, but it's lacking in many ways...
  18. I remember someone sharing a personal anecdote of the same thing here. Think it essentially came down the javelin to being the easiest option. Plus they're just sitting around without their intended use ever coming up.
  19. Whether the original bazookas would've sufficed, nice excuse to introduce a better weapon. It must've been welcome against the glacis too.
  20. It is. And it'd take half as long if the gunner sees and takes initiative, which he would against a schreck. Which is why CM needs a corner-leaning ability.
  21. True, that sort of thing is what I meant by abstraction. Small weak points, down a hatch, whatever. But it seems too easy since any thrown hand grenade is counted as accurately-placed. I'm going by the demo though so if they changed that, never mind.
  22. I think the point is that close assault is too effective without demo charges. ian.leslie's anecdote about a hand grenade on the engine deck doesn't make sense to me. That's 16mm thick. It's doubtful a grenade would even track a tank, unless there's a bundle of them. A demo charge, on the other hand... I guess one could chalk it down to abstraction, but I don't know the intricacies of close tank assault. Is the popular image of brave GIs forcing hatches open really plausible? Or were those lockable or something?
  23. There's a lot of good points raised here, but I'm definitely on the side of CMx2 over CMx1. 50s were lucky to cause any casualties without treeburst. I'm glad the new damage model makes light mortars worth their points, even if it needs some tweaking.
  24. Most killing yeah, but all? My understanding is you can't count on fragments to wipe out everything. And once you're assaulting, can't just toss another up close. Chances are any remaining enemy received a stabbing while still dazed. Of course, without nades that couldn't have worked.
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