Jump to content

Denis1973

Members
  • Posts

    115
  • Joined

  • Last visited

Posts posted by Denis1973

  1. Talks about operational level have begun just after the first CV game is released. In our community we have made several attempts to complete the task. First and second (based on custom rules) were partially successful. And only third became a success.

    With received experience the concept of approach was based on:

    The bottom line. Operational level will be interesting to play with at least divisional level, at least 3-4 day duration of battle.

    The upper line. Combat Mission scenario must be maximum about 1 hour long at 1500-2000 m battlefield with battalion(+) force size.

    Simplify. Gamemaster must be released from tiresome calculations. It will be made in-game. IGO-YOUGO rules instead of WEGO at operational level. Hex-based battle maps.

    Speed. Not all actions, even not all battles, can be played in CM because of slow progress. It will be made by operational game itself.

     

    So, we choose The Operational Art of War III (TOAWIII) as an operational level game. Especially because very smart system of unit strength – every unit consist of given number of rifle squads, guns, tanks, etc. Contrary to "rifle Co" with given "strength" (attack 4, defence 3) or "132 men" (without any other weapons) in other games. Same about supply – every unit tracked available amount of supply during whole campaign. It spends on moving and battles and replenished with supply network.

     

    Here is Google doc (in English) which describes the flow of campaign.

    https://docs.google.com/document/d/1aZUo83DNHG8_QfmiQNc3CWo72IQRXEKMTAg8eCSJMr4/edit#

     

    Unfortunately, rules are not yet translated. More on this – it is under some rework and enhancement. But if you have any questions I'll try to answer.

     

    And, finally, we think about new campaign. One of problem here is that we need more gamers (in this campaign took part 6 gamers and 2 admins – not as much as we want to). So I want to understand the level of interest – we can play East or West front, Russian community against "west" (English speaking) or mixed, etc.

     

    May be pin this topic up?

  2. Germans: Luftwaffe field divisions, the SS, German terrain features,

     

    Soviets: Lend-lease vehicles and partisans.

    Strongly agreed. 

     

    one or two Axis minors such as the Finns or Hungarians.

    AFAIK, Finns will be the subject of a dedicated module (or at least pack) 

  3. 1. Okay, I suppose here is RND operator against my Tiger crew. Because they still cant spot lucky T-34. And all good carma goes to Panter with very damaged optics - she run around the building, spot one T-34 (#2), kill it, spot another T-34-85 inside a woods, kill it, spot T-34 #1, kill it. All this without even a backfire from russians. 

    So, spotting is randomed.

    Some additional data - distance 500 m, Game Level Iron

    4. So this is again the random thing? For the same money (points in QB) I can buy a little more or little less protected tank? It's realistic thing, don't know about this.  

  4. I'm always thought that from CMx2 time the basic game rule is 'what you see is what you get'. But now something I can't understand:

    1. Here is 'from the eyes view' from my Tiger tank.

    post-70096-0-41643900-1425724472_thumb.j

    Trees are on, zoom 3x, clear visibility, unbuttoned, no incoming fire, no any smoke etc. 

    I can see at least 2 T-34s. OK, #2 is concealed by trees. But #1!!! Tiger stayed in this position for 2 min. Can't see nothing.

    Why?

    2. T-34 #1 is clearly see Tiger, last turn he fired at it. He can't penetrate the Tiger's armor, but he bravely keeping his place. In CMBB he of no doubt will pulled itself back by TacAI. Why not do the same in CMRT?

    3. Why my german 81mm mortar (not pinned, have ammo) don't want fire smoke rounds? LOS is blue. And it don't reject to fire HE rounds at the same spot.

    4. In current PBEM game one of my PzIV's is appeared with and other (same model) without skirts. Are any difference between panzers with and without 'shurzen'? I mean only their external graphical view in game, of course. Or if graphic  model with missed parts of skirt - are these zones are more vulnerable for ATR bullets, for example? 

    5. Mod question. In PBEM game after every reload my armor (not modded) still look the same - those without skirts is still without it, those with full skirts - still with full skirts. (I repeat - model is the same). If I will install Airis mod, for example with T-34's numbers on turrets - are they stay under the same number after each reload or they will changed it randomly?

  5. Your calculation is not correct. Just as you say:

     

    whereas everybody was still using the repository when the majority of the CMBN and CMFI mods

    So not correct to compare mods from cmmods only.

    Alternative calculations with BF repository give us:

    110/334=0,33 mods per day

    737/1387=0,53 mods per day

    (absolutely mirrored your results :) ) 

    Adding that BF isn't very active on even talking on releasing the module, my point is hard as a rock.

  6. Okay, what we get from cmmods statistics? CMRT: 183, CMBN: 429. With adding this:

    So most of the released RT mods aren't in the repository, whereas everybody was still using the repository when the majority of the CMBN and CMFI mods were made.

    my point became stronger  ;)

     

    UPD. My estimation that sales of CMRT is about 50% (pessimistic) to 70%(optimistic) of CMBN sales.

     

    UPD2. Of course as Russian I want that figures will be 150% or even 300%  :)

  7. Fewer mods probably because the quality of the stock graphics are already pretty good. Maps? The ingame QB maps are great, bot quality and quantity. 

    I've compared the quantity of mods for CMBN, CMRT and CMFI. There are no difference in stock graphics between them. So the difference in quantity take it weight...

    And can't agreed about QB maps, not telling about so little stock missions.

  8. I'm suspect that the sales of CMRT are not so big that you and I want to be. There are no clear figures (commercial secret, of cause) but the quantity of mods and maps in BF Repository can give as information for a rough estimation. 

    So in this situation it is a adequate decision to release new game and not a new module. Sadly...

  9. Are there any data on how many rounds of different calibers (or at least 75, 88, 122 mm) required to destroy a wall and a whole buildings of different types?

    What building is more tough? Modular or individual? One store or multistory? Is any matter in "wooden" vs "brick" building?

    AFAIR this data was very determined in good all CMBB times. What is for now?

  10. Destroying the bridge = he who destroyed it looses.  According to the rules ;)  Ken took some creative licence with creating this scenario.

    Yes, my fault to carefully read rules. BUT! It say that lost that which ammo destroyed the bridge, right? But how to decide if something from air hit and kill Abrams and it EXPLODED. Is that only AS rocket or Abrams ammo caused??

  11. The moral of this story is simple, get the crack abrams with APS, even if it takes every point you have.  They just drive around and kill things.

     

     

    Exactly.

    So all components for a very interesting game are in place. Just add some Patriot AAM to remove russian aviation and F-15 Strike Eagle to destroy artillery so nothing can even hurt that fantastic superb uberall Abrams  :P 

  12. In my opinion the main problem with QB point is with it impact on final score.

    You can lost most of your forces but if you has captured objective (for example 1000 pts) then you win. Enemy received 0 point for objective and funny 40-50 point for all that he destroyed from your force.

    In good old time of CMBB the points for objectives are correlated with points for forces (900 pts objective and 1500 pts for forces, for example)

    This is why I don't play QBs...

  13. HW is an infantry heavy weapons like HMGs, mortars and guns. Now in game after unit have arrived in to picked location it starts to deploy (if sush command issued, of course). But nothing show the progress of a process. It not important for HMG and mortars with in 10-20-40 seconds deploying time. But what about ATG or HMG in buildings with 2-4 mins deploy?

    I'm understand that animation of some kind will be the best solution, but it is resource limitation.

    I will be happy even with on-map or in-UI title like "deploying", "limbering" with a counter. Same for spotted enemy gun.

    Is it hard to do?

     

    And a small question. Is it normal that ATG under MG fire continue deploy while animation show "pinned" crew? 

  14. Nope but you might have to wait a while. It does take them a while to get everything sorted out.

    I can explain why asked this question. Now we, in our community, running a campaign game using CMBN 2.01 as tactical and TOAW 3 as operational layer. We are about to start some this-turn-battles. And it would be better to start it with new bazooka and tank spotting/aim rules. So if we must wait a coup of days - this will be acceptable. If 2-3 weeks - we will start battles now.

×
×
  • Create New...