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Hilts

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Everything posted by Hilts

  1. Nice work, Joe..... The mods look good in the game. Cheers!
  2. Splendid job as usual, mate! I have all my CM games fully modded but if I were only allowed one it would be this. Thank you very much!
  3. Excellent work, as usual.... Thank you very much!
  4. Thanks for the advice mate. Tried all that and it seems to have fixed the problem at least on most scenarios. Cheers and thanks for the neat mod!
  5. Hey Rambler, Yes I am still having problems exactly as described by Erwin.Rommel in the second post. Have four z's in front but makes no difference. I thought it may be the Wehrmacht uniform mod that I have but the same thing occurs with FJs and I don't have any FJ uniform mods. Curiously the SS mod that you did works fine and I DO have SS uniform mods!
  6. Thanks for your input. I take your point about the length of the operation but what about the weeks of training beforehand or are we assuming they jumped into battle in brand new uniforms?
  7. That is exactly how it is done except for some reason the los line is shown from the unit and not the waypoint!
  8. I don't think it's a drop box problem. I have a PBEM game running at the moment where I am sending files of 38MB and it takes about 15 minutes to go through.
  9. I think the stock uniforms are way too green. Ideally, I would love it if my MG American airborne troops looked like they do in A Bridge Too Far. The uniforms in that have a washed out look which looks far better in my opinion. EZ is on the right lines with his mod.
  10. That would be cool Umlaut..... As far as I'm concerned the more uniform mods, the better!
  11. I tried it out and the uniforms look good and not as "green" as the original. Actually , when I had another close look at the stock uniforms they weren't as "new looking" as I thought. Thanks for sharing EZ. Let me know when you have completed your mod. Cheers! Before: After:
  12. This is addressed mainly to the expert uniform modders. Has anyone done or is planning to do a weathered uniform for the new MG American airborne troops? I'm playing through the Road to Nijmegen and my men have got weathered faces and weapons but their uniforms look like they have just come from the dry cleaners! Thanks in advance......
  13. Time for some payback! German troops withdraw from a house under heavy fire. They round the corner and run into a little reception committee. All six are cut down without even firing a shot.... No sign of enemy activity in or around the farm centre background. Two scouts are dispatched to investigate further. C team, 3rd squad, 2nd Platoon move up to the tall hedge. The orchard where their buddies were cut down is just at the other side. They spot five Germans hiding in the long grass. ......They let them have it. Two are killed and the others surrender.
  14. Most of the action at the moment is taking place in Kamp village as American troops engage in house to house fighting to clear the village. A team from 3rd squad 2nd Platoon E Co advances through an orchard in Kamp village, on the way toward the flak guns. They run into an ambush and grenade attack.... Three of the four are killed. Only Woods. the leader survives and he manages to retreat, unscathed. A scout team moves into a house vacated by the Germans and immediately gets into a firefight with enemy troops across the Square. There are more Germans in Kamp than I originally thought......
  15. Just checked and everything looks fine here.....
  16. Is this what is known as being blown "sky high"? I like the fact that even in his state of suspended animation the crewman still has the presence of mind to take cover as additional shells fall.....
  17. 2nd Platoon (F.Co) arrives on the drop-zone. Fox company is now complete and there are no more reinforcements to come. I also have air support in the form of two Spitfires but the off map mortars that were supposed to show up didn't arrive! Mortar shells start landing on German positions in the trees to the right of the Hendrickshoeve. .....with the result that German troops abandon their positions and withdraw into the farm-house. 2nd. Platoon (E.Co) has reached the north east end of Kamp village. They occupy and secure the empty buildings. A view down the main road leading to the flak guns. No sign of the enemy here.
  18. 2nd Platoon (E.Co) advances in haste toward Kamp. Sporadic fire coming in from the building on the left with the red roof otherwise the houses seem deserted. Must secure Kamp and then press on towards those flak guns. 1st Platoon will support. 2nd Platoon (F.Co) reaches the hedge-line (2 casualties) and pauses to rest before advancing on Nicoline. Mortar team engages enemy troops on the ridge at Hendrickshoeve. Several shells land right on their positions. There is a German HMG somewhere in the trees to the right of Hendrickshoeve farm, throwing out an awful lot of lead! Mortar team brought up to set about bombarding that area. These are the dispositions after 14 minutes. F Company will advance and take Nicoline and then push on from there as ordered. 1st and 2nd Platoons (E. Co) will take Kamp then assault the guns. 3rd Platoon (E.Co) will tie down German troops at Hendrickshoeve and then await orders.....
  19. More reinforcements arrive on the drop zone, 1st Platoon (F Company) complete with Co HQ. I'm building up quite a sizeable force though four more men were lost this turn. Forward observers in the farmhouse spot this machine gun nest beyond the flak guns, from a bedroom window. They call for a light mortar strike to try and neutralise it. ETA 3 mins. Forward elements almost reach the village of Kamp. A flak gun crew spots my troops in the farmhouse (centre background) and opens fire killing two men. Enemy troops (Hendrickshoeve sector) open fire on 2nd Platoon F Co as they run for cover. No casualties to report and I am currently trying to zero in a mortar strike on this position , which should give these guys something to think about......
  20. Thanks mate. If you're the designer you've made a cracking job of the map.
  21. I have noticed that crew that bail out (or rather dismount) from a tank which has taken a hit but not yet destroyed always exit the tank in a state of panic and then run round the map like headless chickens for about ten minutes before they rally. Wouldn't it make more sense to have all crews exiting in a state of panic regardless of whether the tank is destroyed or not. That way they would be at least out of the game for about ten game turns......
  22. More reinforcements arrive! 2nd Platoon (F company) lands in the cornfield south-west of Hendrickshoeve farm and less than half a click from their objective of Nicoline village. They move off at pace toward the village whilst coming under sporadic fire from the vicinity of the farm on the right. These enemy troops are fleeing from Kamp village and were spotted by 1st platoon's MMG set up behind the hedge. Three were cut down as they tried to get across the road. 2nd Platoon (E company) skirt to the right of the farm to avoid fire from the flak guns and approach Kamp village from the south. Their objective will be to take the village and then move on towards the flak guns.
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