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Freyberg

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Everything posted by Freyberg

  1. In the probably couple of dozen games of CMx2 I've played or are playing, I've never seen crews of knocked out tanks turn around and fight the enemy. Most of the time they are suppressed for anything from a minute or two to 5 or 10 minutes. I think it's realistic that there are occasional instances of unusually aggressive behaviour.
  2. That quote was about this guy: http://en.wikipedia.org/wiki/Charles_H._Gerhardt
  3. If this is an occasional behaviour at the extreme end of the spectrum then I like it.
  4. Probably one of the reasons for a high KIA rate is that, like me, most players don't give priority to buddy aid, which the real life guys would have.
  5. Yeah, I'd assume troops of different abilities will/do behave differently.
  6. I always split squads, but the pixeltroops do seem to bunch together quite a lot. It's not a big deal and I'm sure the game is going to get constantly better and better.
  7. I love the individual modelling of CMx2 - a big step forward over CMx1. I'd also like to see more variation in team/squad behaviours - especially that troops should act generally more spread out, but little bits of "cover me while I kick in the door/throw this grenade" and so on will be cool - looking forward to the ride.
  8. Haha, that was a joke. It's not 40yrs in the making. I found the interface kind of complicated, though I understood the principles of the article, but I'm getting the hang of it now
  9. And sorry to be a pest. Advance is a reasonable general purpose attack order? Or should I go with Assault/Max Assault?
  10. Thanks, I think I misunderstood how this works (I find microwave ovens a challenge too). Sorry to be a dunce. Another quick question. In the unit editor, I have R2, U2 and A2 etc R is reinforcements A is AI plan? U is unit objective...???
  11. So 'exit after/before' means 'begin plan after/before'...? I thought it was something to do with exit zones and ignored it
  12. For the last 40 years or so, I've been working on a CMFI-GL scenario - it's kind of my life's work. What should happen is that: 1- side A attacks 2- side B get some reinforcements, quite a way off, which should either counter-attack or relieve side B (depending how much progress side A has made) I thought I had set these forces up in the AI editor to counter-attack. I selected those units, and gave them an objective (in the AI-plan section, painted the objective on the map). But they're just milling about on the edge of the map. Are there any gotchas I'm missing...?
  13. I love AA guns, they make a fun mess. It doesn't really worry me that they can't move.
  14. Ian, that AAR you did for the 20,000 point battle was super. Apart from the minor image hosting issue, it was just perfect.
  15. Cowering is probably the more normal behaviour, but there'd be quite a wide variation in real life.
  16. Cool idea. An AAR like that would be seriously interesting.
  17. I had a situation where it stayed greyed out in a StuG down to 2 crew, because there was no loader and the gunner couldn't do both jobs, so I assumed it had something to do with loading - I'm sure I've noticed it when tank crews reload, but maybe I'm imagining it.
  18. The few times I've played with King Tigers, and the larger number of times I've played against them, I've found them quite susceptible to gun damage, not to mention easy to kill from the flank with any 76mm gun.
  19. King Tigers look beautiful, especially spewing smoke with their slain crew lying around them.
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