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Freyberg

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Posts posted by Freyberg

  1. In circumstances - such as smoke or heavy cover - where it ought to be possible to successfully conduct a close assault on a tank, it isn't all that difficult, although the infantry will usually take heavy losses.

    The actual mechanics are a little unrealistic, which is hardly surprising given how very difficult it would be to model realistically (a little like hand-to-hand combat), but the outcome makes sense. I'm satisfied...

  2. In a game I'm playing now, the Jerries had an ATG in a trench right in the middle of their line. It was exposed to mortar fire, an artillery barrage, numerous MGs, close indirect fire from tanks, and infantry in small arms range - the little b#st#rd kept on popping back up.

    It wasn't until I had a tank get a direct, aimed shot from close range that I killed the little blighter.

    It varies, obviously, and I'm assuming the crew were high experience, high morale - but trenches offer excellent cover in the right circumstances.

  3. 3 hours ago, SimpleSimon said:

    Games and movies have spoiled us a lot nowadays. It's important to understand that in 1940 not all that many people on Earth had ever seen a car before much less an airplane or a bulldozer. 

    So you're a lowly Private in a poor nation's Army on some god-forsaken flank, you're barely literate owing to the fact that a higher education was mostly beyond your family's agrarian background as local villagers and things like telephones and photographs are a real novelty when you happen to see them on rare visits into a town. 

    In your foxhole one awful, unfortunate morning the enemy's fire is particularly heavy, there's way more smoke than usual but instead of the usual callouts and sporadic bursts of rifle fire a terrible noise starts to echo from somewhere behind the mist. A methodic, clacking noise of metal accompanied by deep, guttural rumbles that seem to rattle the entire countryside. The ground, literally, begins to shake as the silhouette of an enormous moving block of steel and fire emerges laying waste to all before it. Where ever it looks the same place suddenly disappears violently into a cloud of thunder, dirt, and intense heat. Men from positions in front of you are fleeing already, in vain as it mows them down with fire...or maybe even runs them over as if they were ants. It didn't take long at the front to learn about what this thing is, but nothing anyone told you about it could really prepare you for it because fact is, you've never seen anything like it. It's an actual monster of the Biblical kind and whether or not God or man made it doesn't matter much because it's the worst thing that's ever happened to you. You've got a rifle, maybe some grenades, and the uniform on your back. The officers already ran away....think you're really capable of earning that medal? 

    I get your point and I think there's a lot of truth in what you say - particularly, as you note, in the early war setting or for green troops.

    But even in the First World War, those attacked by tanks were not passive victims - many of them fought back, often very effectively. In the Second World War, soldiers soon realised that unsupported tanks were not invulnerable - and attempts to use them that way generally failed.

    In CM, it's surprisingly hard to conduct a close assault on a tank - infantry need good cover for one thing, and the close-range spotting penalty given to tanks is not especially long. But if that Stug is bogged in a vineyard* with no infantry to protect it, it deserves to be a sitting duck...

    (*or Brad Pitt's tank immobilised in the dark)

    The human factor in such things must be extremely hard to model. I think CM has the balance about right.

     

     

  4. How sweet.

    Personally I find the map editor a great pleasure to work with; and it bewilders me that some would rather fuss around with the immensely frustrating job of a file conversion - in which virtually every square of the original must be carefully checked in case it contains an element that will cause the game to crash, in order to produce a map that is usually rather flakey and may well cause the game to crash anyway - rather than engage with one of the funnest parts of the game.

    But 'damn' and 'hell' chaps, if that's how you feel, then I wish you all the best.

  5. I believe it can be done - but you have to edit the map to remove all incompatible tiles, flavour objects and so on, then edit part of the binary header (there's a reference to the game-specific marker sequence in map buried somewhere in the forum).

    I tried it and found it a huge hassle - it's more fun and probably quicker just to make a new map

  6. 8 minutes ago, quakerparrot67 said:

    can rubble be added to the terrain, craters, mounds of debris?

    I use rocks and heavy rocks and play with the elevation to make it look like piles of rubble. This works really well next to damaged house tiles, as it gives a steep edge - the ground level of the house will be the lowest elevation square the house sits on, so you can raise or lower it to make it look like an imploded building (higher) or a collapsed basement (lower).

    I probably overdid it on this map - some of the piles of rubble were unrealistically high, but it wasn't too bad and it was super fun to play :)

    Where there's shell damage I change the pavement to dirt or rocks etc. And lowering the elevation of a shell crater makes it look bigger.

  7. 4 hours ago, quakerparrot67 said:

    can that be done to any map, or is it one of your own? that's the only reservation i have about the new   march25th cassino master map-  it's not a bombed-out moonscape! lol

     

    It's one of the built-in maps, and yes - you can do it to any map. The map editor is fun! :)

    Adding damage is particularly fun - the trick is the various shift, option (Alt), control -click combinations that add damage to buildings (they're written down somewhere) - Modular buildings are the best, as you have more damage options.

  8. Images from the game so far...

    ruins_01.jpg?dl=1

    'Quantity has a quality all its own' ...here comes the swarm.

    ruins_02.jpg?dl=1

    I set up a very simple AI plan (because I'd played that map twice before, so I was familiar with the plan) - but the AI was able to surprise me brutally. Well-placed mines everywhere...

    ruins_03.jpg?dl=1

    Friends and relatives come through the door, Father Christmas comes down the chimney...

    ...but Red Army Guards sappers come through the wall...

    ruins_04.jpg?dl=1

    What SMGs can't reach, flames might.

    ruins_05.jpg?dl=1

    In urban fighting, training is less important than morale and a high rate of fire.

    ruins_06.jpg?dl=1

     

  9. @mjkerner : here we go. I'm not sure of the ethics of sharing someone else's map so I didn't put it on the Scenario Depot - it's an excellent QB map (as are they all), all I did was vandalise it a bit.

    I also added a different AI plan. I'm not very experienced at that, but it seems to be working OK.

    https://www.dropbox.com/s/m321h1j2jz1gcnf/City Assault 063-ruins.btt?dl=0

     

     

  10. Back to the question of what makes this module worth buying...

    I played a lot of Italy back when GL came out - so much that I gave up for quite a while. Now I've been playing Quick Battles with the new interesting forces available, because I like QBs and because I've been too busy at work to have a proper go at the scenarios, which are best played fresh, without mulligans, and carefully.

    There are something like 500 QB maps with FI, GL and RV !!  I feel like the game is brand new. The new forces are really cool - not just the brand new ones; the 1945 British are quite different from the forces in CMBN-Commonwealth, as are the New Zealanders, and I haven't even looked at Canadians and Polish.

    I'm still just toying around with QBs  - I haven't played a single scenario, let alone a campaign, but I'm having lots of fun. The map designers have got the AI to put up a pretty good fight. The one I'm playing at the moment has been a real buzz - a map I'd never got around to before, British against SS, very late '44, played in assault mode, at dawn, with some very intense and surprising little firefights.

    There are things I'd like to see improve in CM, of course, but I get such great value for money from this crazy little game...

  11. 4 minutes ago, Aragorn2002 said:

    Freyberg, I admit those links were a mistake, not because of the content (it simply is the truth), but the background and cheap, sensational approach of the whole site. It was the result of a quick google search. What annoys me is the censorship of the 'politically correct' nowadays. Despite our beloved freedom of speech, some things are just forbidden to mention and that worries me.

    I certainly believe in freedom of speech generally - I just prefer to come here to blather about this wonderful game rather than politics...

  12. 1 hour ago, markshot said:

    They do seem well spread out.  Perhaps spacing works better for squads in movement than stationary.  I just know that a single tank HE round or canister can do a lot more damage to a squad than three dispersed teams.

    Also, it seems easier in your above example to get the squad to disperse along a wall as teams than a squad.

    You do have to be careful to note the action squares your squad will land on - but it beats doubling or more the number of unit orders you have to give each turn.

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