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Bud Backer

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  1. Upvote
    Bud Backer reacted to Baneman in Kill the Commanders to win huge bonuses!   
    Yes, the +1, as I understand it, indicates a higher level of motivation. Eg. if you select Fanatic for your troops, they will have a +2 in that field.
    The modifier never changes ( without someone dying ), even as their state changes to Rattled etc.
     
    Clearly they loved their Commander and killing him made them angry. You shouldn't have made them angry !
  2. Upvote
    Bud Backer got a reaction from A Canadian Cat in Just when you thought it was safe to come to the forum....or, Mines!   
    Whaaaa??

    No no, you can't back out of it. I have a firm commitment from you! Says so in the manual..."IanL guarantees at least ten tanks will be..."



    I realize YMMV always applies. Random factors, placement, movement speed, no worries. Minefields are not a defence into themselves.
  3. Upvote
    Bud Backer reacted to womble in Market Garden / 3.0 Upgrade   
    To be fair, just because someone can't find something on the storefront doesn't necessarily mean it's not for sale. While I appreciate the efforts BFC go to to keep the game updated and provide a choice of your content path, sometimes their documentation assumes just a tad too much familiarity with what's going on.
  4. Upvote
    Bud Backer reacted to kohlenklau in A not very exciting Christmas Bone this year   
    Come on CMBS! Get it out and done with so BFC can work on the real game of 2015. "CM: Into the Reich".
  5. Upvote
    Bud Backer reacted to General Jack Ripper in Just when you thought it was safe to come to the forum....or, Mines!   
    If your enemy is advancing over open terrain, find any spot that offers cover from your fire and put mines in it.
    Preplaced shell holes, haystacks, ditches, small clumps of trees, river fords, road crossings, hedgerow gaps, narrow alleyways, holes in walls, dummy foxholes, etc.
    Remember, mines will not STOP your enemy, but they will cause major delays or force your opponent to move onto different ground.
     
    Whenever I'm placing mines, which admittedly is not often, I look at the map from the enemy's perspective, and try to shut off an avenue of approach.
    Failing that, I will try to take away a piece of key terrain by mining it heavily.
     
    While doing my terrain survey, if I find myself thinking "it would suck if the enemy showed up there" then I place mines on the spot in question.
  6. Upvote
    Bud Backer reacted to MOS:96B2P in Just when you thought it was safe to come to the forum....or, Mines!   
    I think most (if not all) of the following I obtained from the Wiki site about a year ago.  It seems correct from my own game play and testing.  When I first found this it answered some questions I had.  Thought this was a good opportunity to share it as it might help others.  
            
     
    Minefields on the battlefield. For active, non-marked fields, this is a red sign with a skull and crossbones, saying "Danger Mines".  A marked minefield has its sign changed to off-white.  A known neutralized mine field (all mines detonated) has a green sign with a white X on it.
    Here are the setup strength levels of the three kinds of minefields, in the two kinds of mine. All amounts are approximations based on in-game testing:
                             AP    AT
    antipersonnel    14      0
    antitank              0     2-3
    mixed               10     1-2
    Marking a minefield substantially reduces the chance of triggering a mine for infantry traversing the minefield. Although antitank minefields can be marked, marking them appears to have no effect, since infantry can traverse them without risk in any case and vehicles don't benefit from marking.
     
    Minefields can be neutralized by heavy artillery (150mm+), if it scores a direct hit. Minefields can be neutralized by a blast from a demo charge, although due to the game's limitations, a blast can only be performed if there is some blastable obstacle (such as wire) in the action spot.
    Anti-personnel mine explosions damage a vehicle's tracks or wheels.  No other system on any vehicle is affected. Vehicles have varying levels of damage that their tracks/wheels can withstand before they are immobilized, ranging from only a handful of hits (3-4 for jeeps) up to many (roughly 22 to immobilize a Sherman).  Anti-tank mines cannot be triggered by infantry.  
  7. Upvote
    Bud Backer reacted to womble in A very basic question...or, How Not To Be Seen   
    Then you're up against some high quality troops Generally, I find that trading fire between bocage lines on anything like an even basis is pretty ineffective wrt causing casualties. The pTruppen stay kneeling and the berm/hedge combo gives them fair protection until they're suppressed, and once their heads are down they're unhittable, by and large.
  8. Upvote
    Bud Backer reacted to Baneman in Just when you thought it was safe to come to the forum....or, Mines!   
    The little flag is to remind YOU where they are - mines take no sides. If you run your guys through, expect bangs.
    The enemy will see it after they've set one off - or if their engineers have sat in the AS or an adjacent AS for a few turns.
     
    A single "mine" is as many as fit into an 8m by 8m Action Spot. How many that is actually (roughly), is not known by me.
    So you are restricted to the "basic" coverage per Action Spot. It's sort of luck of the draw whether enemy set them off - note that Mixed mines are ( in my experience ) not worth much, I've seen LOTS of infantry run through them with impunity... and then after 9 squads have run through. the last squad sets off 3.
     
    So if you're going to use them, AP or AT specific rather than Mixed is (usually) more effective.
  9. Upvote
    Bud Backer reacted to BLSTK in A very basic question...or, How Not To Be Seen   
    And Now For Something Completely Different.
     

     
    (With my condolences to the family of Mrs. B.J. Smegma).
  10. Upvote
    Bud Backer reacted to A Canadian Cat in A very basic question...or, How Not To Be Seen   
    Naw, they are watching you and aiming
  11. Upvote
    Bud Backer reacted to Warts 'n' all in Why Do Hedges Look Like Low Bocage?   
    As funny as "Bring me a shrubbery" was, I think Bud_B was nearer the mark with the "How not to be seen" sketch.
  12. Upvote
    Bud Backer reacted to JonS in Map-Making Quick Questions - Quick Answers   
    http://community.battlefront.com/topic/109190-the-sheriff-of-oosterbeek-%E2%80%93-a-scenario-design-daraar/page-7#entry1440462
     
    http://community.battlefront.com/topic/109190-the-sheriff-of-oosterbeek-%E2%80%93-a-scenario-design-daraar/page-7#entry1441254
     
    http://community.battlefront.com/topic/109190-the-sheriff-of-oosterbeek-%E2%80%93-a-scenario-design-daraar/page-8#entry1441938
     
    http://community.battlefront.com/topic/109190-the-sheriff-of-oosterbeek-%E2%80%93-a-scenario-design-daraar/page-9#entry1442801
     
    http://community.battlefront.com/topic/109190-the-sheriff-of-oosterbeek-%E2%80%93-a-scenario-design-daraar/page-10#entry1443370
     
    http://community.battlefront.com/topic/109190-the-sheriff-of-oosterbeek-%E2%80%93-a-scenario-design-daraar/page-12#entry1446224
  13. Upvote
    Bud Backer reacted to Pak40 in Map-Making Quick Questions - Quick Answers   
    I'm sure wet conditions affect all terrain, just like in real life. To what degree I don't know - like I said, they don't publish numbers on this. They only way we find out some of the inner workings of CM is to build a test scenario and run dozens of tests. For example, if you really want to know if hard ground is affected by rain, then make a blank map with nothing but hard tiles, add a bunch of Shermans, make the weather wet and rainy, and then run the test a bunch of times. You can then run the same test but with dry conditions and see if the results change much.
  14. Upvote
    Bud Backer reacted to George MC in Scenario Design   
    PDFs showing houses in CMBN and other scenario stuff:
     
    https://www.dropbox.com/sh/hcpas10cd31y716/AAAByUx3Xd6mygerASO1W-u2a?dl=0
  15. Upvote
    Bud Backer reacted to Pak40 in Scenario Design   
    The only way to tell is to go into the 3D preview. In the 3D mode you can actually change the facade/window configuration/roof types/damage of most buildings, using Shift-Click and other key combinations. See the manual for details.
  16. Upvote
    Bud Backer reacted to George MC in Scenario Design   
    There was a wee PDF doing the rounds which showed you what was what. I'm, errr...at work right now but when I get home I'll dig it out and upload a copy.
  17. Upvote
    Bud Backer reacted to poesel in [Mac OSX] Recording gameplay - no sound   
    I had the same problem with my iMac. QT does not record the sound that is output to the speaker. It is recording from line in instead. Don't ask me why.
     
    You have two options:
     
    1) make a little loop connection from line out to line in (microphone). Downside is that you won't hear a sound while recording.
     
    2) buy software that does this. There are several possibilities from free to paid. Unfortunately I forgot the names so you have to google that yourself.
  18. Upvote
    Bud Backer reacted to Jorge MC in CM:BN Screenshot Thread #2   
  19. Upvote
    Bud Backer reacted to Artofwar in Yellow and Red Rectangles   
  20. Upvote
    Bud Backer reacted to Migo441 in Yellow and Red Rectangles   
    Yep, I recently had a brittle guy re-break because there was some gunplay ~ 50m behind him, i.e., just from the sounds of a nearby firefight.

    So you can see the advantages of trying to keep your own troops from becoming Shaken/Broken (because it's still readily feasible to rally back to OK) and really pouring it on enemy units when the opportunity presents itself; getting an enemy unit to Shaken just once is a more dramatic lasting result than getting them to Nervous 3-4 different times.  
  21. Upvote
    Bud Backer reacted to Baneman in Yellow and Red Rectangles   
    Tired ( ie. fatigue state ) can always recover.
     
    Morale states can end up more or less fixed ( eg. may recover, but over timescales not available in your scenario ).
     
    I think the yellow is just for emphasis ( but that's a best guess, never really paid much attention to it if it's not red )
    - thinking about it more - it could well indicate that it is now fixed - I've had low motivation units go from OK to Panic in one turn just from suppressive fire, then recover all the way back to OK in the next turn when no fire was coming in. But Rattled guys with a yellow border stay Rattled.
     
    Hopefully someone more knowledgeable will be along soon.
  22. Upvote
    Bud Backer reacted to womble in Yellow and Red Rectangles   
    I think it's just for emphasis. The yellow rectangle might be there to warn that the element isn't as capable as it once was; Tired troops cannot kick on to Fast, and Exhausted troops (red rectangle emphasis) can't move slower than Slow or Normal. I used to think that the yellow rectangle on morale meant the unit was "Brittle", i.e. more likely to react badly to incoming fire even when the morale state had rallied to better than "Shaken", but the rectangle appears on Rattled, without the unit having been Broken, and Rattled troops aren't as skittish as troops that have rallied from Broken; you wouldn't get anywhere in some scenarios if "Rattled" troops were automatically "Brittle".

    I work on the basis that the rectangles are just emphasis, and haven't been surprised yet by the troops' performance.
  23. Upvote
    Bud Backer reacted to Migo441 in Yellow and Red Rectangles   
    The visualization below describes the morale transitions as I understand them.  This isn't official, but just from observations/testing.

    The Red states correspond to the red borders in the UI.  They are temporary but prevent any orders when present.   
    The Yellow states correspond to the yellow borders in the UI. 

     
    So the proposition is that once you're Shaken, you'll only ever be Shaken or Rattled.  Once you're Broken, you'll only ever be Panicked or Broken.
  24. Upvote
    Bud Backer got a reaction from Michael Emrys in The CMBN Master Installer Rocks!   
    That's awesome! 
     
    This community has been very helpful to me, it's gratifying to finally be able to return that.  
  25. Upvote
    Bud Backer reacted to womble in "Target Medium"   
    Yes, Pause only affects movement. It won't "pause" a unit's firing. Pausing to fire is a major use of the function, especially now the progrmming oversight of having Paused vehicles receive penalties as if they were moving... Otherwise all "popup" attacks would have to happen in the dying few seconds of a turn, so you could end a unit's movement path at "up on the firing step" and order them back down into defilade during the orders phase... A Paused unit behaves in many ways as if it has no further waypoints, for the duration of that pause. The only exception I can think of is that its passengers cannot dismount, but there may be others.
     
    A couple of ways Pause can be used:
     
    During infantry advances, having the element Quick or Fast a movement leg a couple of Action Spots long, then attach a Pause to the waypoint of 10s or so, with a target order, if you know where you want them to shoot, followed by another 2-AS movement leg at good speed lets a unit "advance by bounds". If you have two elements, give one a 10s pause at their initial position, and you can have them leapfrog each other to advance in bounding overwatch or caterpillar overwatch.
     
    An AFV in defilade can pop up (preferably to Hull Down relative to the expected enemy positions) to a waypoint that has a Pause attached, long enought to acquire a target, fire one or two shots and then reverse back down the slope or back behind the building.
     
    An AFV can advance, pause to fire on a target, then advance again.
     
    It's worth noting that any leg that's "Hunt" mode, where the unit stops because it's spotted something or come under fire will cancel all subsequent movement legs, so it's not possible to "Hunt" up to a crest, using Hunt's "reactive ability" to stop just in sight, and back away having fired on a spotted target, since the act of Hunt stopping the movement will cancel the reverse-once-fired portion of the order sequence.
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