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Daroc

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Posts posted by Daroc

  1. Most scenarios have a threshold value for victory - that is how the levels of victory are determined.  Pass the highest threshold and the scenario ends.  So while you may have not take the last objective, you gained enough VPs to trigger the threshold for Total Victory and end the scenario.   I am not a scenario designer so they can correct my assertion if I am wrong.

    Thanks just really wanted total victory if you know what I mean.

  2. I have a best so far and a general question.

     

    I won a Complete total victory on first battle of the campaign - Crossing the Dnieper under warrior difficulty (anything more is just tedious and not adding to any real challenge).

     

    I don't know how to do screen shots with the game in full screen mode.

     

    I have the save game files.  

     

    My question is this _________________________________________  SPOILERS _______________________________________________ 

     

     

     

     

     

     

     

    There are 3 occupy objectives for the Russians.  I won the battle with 6:00 min of the start mission time ie. not overtime left.

     

    The last objective is totally occupied by the Ukrainians.  I did not however have very many loses.  How was this possible I was given the points for occupying the 3rd objective and the game ended with 6min still left on the timer.  I was not offered a ceasefire/surrender from the computer.

  3. SOP was to dismount as soon as they took any substantial fire, in CMBB they jumped pretty early, when under fire. When I say jumped, I mean appeared keeling, magically next to the tank!

    Thats was them Russian dancing where they squat and kick their feet out

  4. I find patience is one of the keys to success. Once I understood that I started to have better results. It is interesting how things can seem to move along slowly and then within 5 or 10 minutes everything starts to resolve....................unfortunately it is sometimes not in my favour............................

    The build up to the full contact is about the same. Once contact been made the time factor I think is compressed by about x2-2.5.  Death comes faster and not much sloppiness.

  5. Not sure why you posted that whinge in this thread... but while we are on the subject.  

     

    AI paths are what they are.. the game can't read your mind... use more waypoints to ensure they do what you want them to... I rarely have problems with vehicles moving where I don't want them to.. sure once in a while (as in my Red Thunder BETA AAR), but C'est la guerre... that's war.  

     

    If you are losing the game because of the AI pathing I contend that there is more wrong with your approach to the game than that.

    I'm not losing because of it, but when you carefully plot thru the woods and set the movement to slow/move and the unit decides that screw the movement paths I'm going out to the road and go slow to make sure all the support weapon assets has a shot at it as it merrily goes down the deadly path.

  6. The only times I ever do is if the game path-finding does something weird. Although that is only on the rare occasion that I 1. have a save and 2. have a path finding problem. Both are rare so it is even rarer that they happen together.

     

    Recently I loss a squad because the hedge in front of the men looked like it had an opening, it in fact did not, so the squad ran onto the adjacent street which was being swept by automatic fire and explosives. They all promptly died.

     

    I had a save so I reloaded it and changed the order.

     

    I personally avoid reloadingfor things that the game simulated (like spotting).

    Thank you not really thought of doing this mainly too lazy to reload and replay but for the times i get wiped by bad pathfinding I am doing it now.

  7. My tried and true method is having two or more squads working in together.

     

    Squad A area fires the building to be assaulted.  Wait long enough (about 15 seconds) for the volume of fire to put some serious suppression on the enemy.

     

    Squad B quick moves to the building and into it.  Just before they enter the building, Squad A stops firing or shift fire to another nearby building.  If the street crossing is high risk, Squad B drops smoke into the street as Squad A starts their area fire.  By the time Squad B starts their move across the street, they are covered in smoke for the move.

     

    Other squads and/or vehicles as required area fire into nearby buildings that may be a threat to Squad B moving into the building.

     

    Rinse and repeat as required until you own all the real estate you need to take.

     

    Using this technique, I have cleared multiple buildings without taking a single casualty.

     

    Do note - trying to exactly coordinate the timing of this in WEGO is problematic, because correct timing is required to ensure correct suppression of the enemy at the time of the movement of friendly forces.

     

    This technique is easy to do in real time using the pause feature.

     

     

    I would like the ability to do coordinated attacks/assaults.   I have mistimed and the assault goes on to kill my own guys not funny.

  8. What i like in real time is that you can apply tactics or react faster( especially in black ses) like when your first tank goes boom you can have thé others manually pop smoke instead of losing two or three others before the 1 min ends) .. Shoot and scoot also is doable in real time.. But big battles are difficult .. Pause button is your friend but you miss a lot of the drama and detail and that's 60% of the fun of CM

    Off topic - The difference in stopping the action to intervene when ambushed is important - it amounts to losing 1 maybe 2 as compared to the whole enchilada.  With the added bonus of losing it all without knowing where and what killed the units.  The turn ends when all the units are destroyed hehe.

  9. Is there a way for units in command contact to do similtainous assaults.

     

    I just did a assualt from two directions and the first units were rebuffed and the second assualted the friendlies.

     

    This like the coyote ended badly for the lead assault unit which was wiped out (they were russian regs).

     

    If I was not playing WEGO I would have missed this.

  10. I have micromanaged the waypoints addeum and the pathing isn't a always/never but it is a issue and that is my point.

     

    To continue to deny/debate that it isn't is not my point either.

     

    Bugs that a inconsistant are the hardest to fix but nonetheless this is still a bug.

     

    The work arounds are great but are not the long term solution.

     

    The AI pathing for infantry still has holes as well.

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