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Bud Backer

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Posts posted by Bud Backer

  1. Can tanks break through building walls, or standalone (garden?) walls?

    I'm playing in Wittman's Demise and Im in an area with an orchard surrounded by a wall. I wanted to knock a hole in the wall by driving a tank through it, but the tank promptly backed away and tried to go around it.

  2. I am pretty sure that´s not possible: There is no way - as far as I know - that you can tell units to dismount from a specific waypoint. So they will never dismount until the vehicle has reached the last waypoint.

    So if I follow you correctly, I can have, say, a half-track with a squad in it and the 1/2T has orders to move, say 3 waypoints. If I order the men to dismount, will they remain inside until the last waypoint is reached? Or will they leave and only then will the vehicle make it's 3 moves?

  3. Gee I kind of like it. I think it's add to the "you are there" feeling.

    YMMV of course.

    LOL I have to admit when I saw the thread title I thought, 'great, someone new discovered it and wants to say how realistic that gives a feel to the game' when in fact it's a complaint.

    I can see that it might annoy some, but I personally rather like it, for the same reason as Ultradave.

  4. Same here. I may spend 15-30 minutes reviewing a turn, either because I am trying to figure something out or because I spotted something so cool that I watch it over and over again.

    Michael

    LOL! Yeah, that about sums it up.

    Beelzeboss summed up why I like WEGO. I came originally from true I-Go-U-Go games like Steel Panthers, went to RTS like Men of War, found the latter thrilling to play because I was IN the action, but there is something truly eerie and unrealistic about taking control of a tiger, rampaging about to great effect, simply because I can give it due attention.

    WEGO is far better a system.

  5. :) Un ami à créé la carte suivante sur Villers-Bocage. J'ai construit le scénario avec de nombreuses unités. Le scénario est en test, c'est un plaisir de voir évoluer les unités sur une telle carte.

    Excusez-moi de ne pas m'exprimer en anglais, j'espère qu'une bonne âme pourra traduire.

    http://www.youtube.com/watch?v=r3A8sABgfoA

    Bienvenue a le forum, Wespe001! C'est merveilleux que vous tentez de participez ici avec nous. :)

  6. 46.

    Started gaming with Avalon Hill's Battle of the Bulge, then Panzer Leader, Panzer Blitz, Squad Leader. My first computer game was Guadalcanal Campaign, on an Apple II. I spent years with Steel Panthers, worked in the SpCamo group doing beta testing, map and scenario design as well as nationality databases for the freeware SPWW2, SPMBT, WINSPWW2 and WINSPMBT.

    More recently I played Company of Heroes, and Men of War Assault Squad, but while I found they were fun, I wanted more realistic units and wandered over here...

  7. The thing about rarity is that is makes it more likely that some of the minor units that are excellent in their own right get swept under the Big Kitty rug.

    Look at all the "rare" units in the purchase screen that are fine additions.

    I will look into this again, with some test purchases. It has been a long time since I had rarity on, so this could be a viable way to go.

    I'm not hung up on the rarity idea, I was just hoping to make it easier. :)

  8. It could help. The only fly in the ointment is the Panther, which was not a rare vehicle at all.

    Yeah, I was thinking that could be true for some of them. But only one is "common" IIRC, so maybe it's just that one, perhaps it's next most available cousins that need be "banned". In other words, you can buy panthers, but they have to meet certain rarity levels, not the most common two levels.

  9. The 2560 points range would be something I could eventually attempt.

    Regarding the big Cats issue, wouldn't using strict rarity point rules sort of make it possible to have them but at high cost, thereby giving the purchaser freedom, rather than guaranteeing no long 88's, which is a whole other oddity, in a sense. I think the allies were afraid of the Kitties excessively, so having to worry there may be a rare one would seem fitting?

  10. Sgt Schultz, I've been enjoying reading your posts. Your reply to my question about the engineer half track gave me a good laugh. :) I am in awe at how beautiful your HTH A Morning Run map is! I used to design maps for Steel Panthers for the SP Camo group so I can appreciate the level of detail and effort put into something that feels real, or is historically/geographically accurate.

    I'm quite new to Combat Mission, but I love what I've seen so far with Cmbn:Cw. Your tourney sounds totally overwhelming to me! While I drool at the possible forces I could make, I dread the thought of actually trying to command them, let alone do so successfully.

    In a few months, after I've actually played some more and get a handle on C2 etc, I'd consider trying my hand at something smaller than what you propose. More like a medium map as the larger end of the scale, with a reinforced company (2000 points tops?) for force size.

    Whatever you do, I wish you well, sounds like you have a great concept and it should be a lot of fun for those fortunate enough to participate. :)

  11. Bud_B,

    Welcome aboard!

    The true function of armored radio vehicles is simply not modeled in the game, but it would be very important if we had an operational layer. Dedicated radio vehicles are equipped for long range communications and/or operating across multiple nets at once, whereas most combat units and AFVs aren't. The top part of this (above the pics) explains the use of armored radio cars. The lower parts get into specific radio characteristics.

    http://www.armyradio.co.uk/arsc/customer/pages.php?pageurl=/publish/Articles/William_Howard_German/German_Tank_Radios.htm

    While I agree that there are some things which can be done with a radio vehicle, it's rather akin to a vestigial third nipple--on a guy! Not terribly useful. If playing for points, I'd buy something else.

    Regards,

    John Kettler

    Hmmm not a Man With The Golden Gun fan are you? LOL

    Thanks for the link; I'm generally familiar with how these vehicles were used. What I think would be helpful is that the "Encyclopedia" in the game make the limitations of the are engine more clear. The descriptions, while historically correct, give a different impression as to the units' in-game functionality.

  12. BFC was struggling what to do with that pioneer bridge section til they realized it could only carry the very lightest vehicles and would barely span the width of a mud puddle. Heck, it was hardly worth thinking about, not in the same league as a Churchill or Valentine bridgelayer which could have some genuine utility in the game.

    A fair proportion of special vehicles are the result of BFC being slaves to unit TO&E. Like that recce humvee in CMSF that's pretty much a waste of polygons. But hey, blame the Pentagon for the darned thing being in the game not BFC. A lot of in-game difference involves what a special vehicle can't do. Hanomag pioneer vehicle and U.S. M2 halftrack both have reduced seating capacity. Bradley FIST in CMSF lacks a TOW launcher.

    And I have no problem with this. In theory it would be nice to have each unit have a distinct function, even if it wasn't exactly as it would have been historically, but I actually do like flavour units. And I'd use them because I enjoy the feeling I'm doing something representative to what would historically fit, rather than purchasing solely for "winnability."

  13. In CM 4.0, the pioneers will jump out of the Hannomag, grab a bridge section, plop it down in the assigned water tile, then go back for the next section to repeat. Then that section of river is treated as road.

    :)

    I can just see it now... four or five pioneer teams trying to bridge a river under fire during an hour long battle.

    Yeah, that won't take many man-hours to code. Charles' jar would burst from the overload.

    ROFLMAO! Ok, ok, point taken! :D

    ...So we have to wait TWO versions for this??? *ducks and runs*

  14. An adjacent vehicle with radio does not provide C2, but allows distant spotters to access an on-map indirect unit despite the unit's current C2 status. AFAIK, this was a special rule added to allow mortar carriers to be used as per doctrine.

    A question about this: This implies that the Commander's radio halftrack will function as would any halftrack - or for that matter, a parked tank near the mortar unit. Is that correct?

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