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Bulletpoint

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Everything posted by Bulletpoint

  1. Maybe some of you remember this old game, featuring turn based combat and plenty of fire.
  2. I thought I was the only one to notice that Box art often seems a bit odd, because they try to cram all kinds of combat situations into the same picture...
  3. Or maybe an oversight? But again, I dont know what shelters are supposed to represent? It's no big deal for me, as bunkers are so rare to encounter anyway, but just for curiosity's sake..
  4. Can't speak about the modern titles, I only play WW2. But in case you have two guys that can man a weapon each, I still think it would make sense to have one of them man the weapon when doing "target light", and both appear when clicking to unbutton. I'm not saying we should have an option for every little hatch that could in theory open.
  5. Alright,a design flaw feature then. But, I guess on a deeper level, should troops be allowed to shoot out from a shelter at all? I don't know if I got the right idea about what a shelter is, but as far as I understand, it's basically an underground concrete box where you hide during air raids or artillery fire. Whereas a bunker is a fortified fighting position. I'd be fine with the game showing a shelter as a closed box, without any firing slit. Then at least I would know not to put troops in it for defence But it could still be useful to run to in case spotting rounds approached.
  6. As I see it, a better solution would be that only the machinegunner pops up when given a target light order. Prevent the TacAI from making that decision, but keep it for the player. If we wanted the commander to peep out too, we could give the unbutton command.
  7. Hm, ok. Thanks. But I'm trying to use it in semi-deployed mode, not on the tripod. How come the rifle guys can fire, and not the LMG42?
  8. Can they share ammo with their off-map buddies at any point along the edge in that setup zone?
  9. Ah ok, that's a pity. Would be nice if just the gunner unbuttoned when giving a target light order. Thanks for testing it out.
  10. Was this for me? Well, I'd test it out myself of course, but I don't have version 4.0 so I was curious how it works in the newest version.
  11. Interesting, I never saw that. If you deploy the first team a good distance away from the map edge, does it still get the extra ammo?
  12. Yes, it's an interesting map in that it has some brilliant defensive terrain, but at the same times often feels frustrating (in a good way, making me do hard choices between two or more options that are all only half optimal) because of the limited LOS for long range German weapons.
  13. There's always a need for more high quality H2H scenarios. I'm currently playing your CMBN H2H scenario 'Under the Eyes of the White Manor' for the third time, and finding new perspectives on it.
  14. If you have a closed StuG and you give a light target order, will the gunner automatically pop up to man the machinegun? Or do you need to order the vehicle to unbutton first? Because if you unbutton a StuG, the commander also opens his hatch, and he has no protection and no machinegun. So he's just a sitting duck in that situation...
  15. @Ivanov you are getting some answers in this thread that are not quite correct. I asked the same question way back. When the fire mission comes in way off target, it's not because the spotter is green or under fire etc*. What matters is if the spotter sees the spotting rounds or not. If he doesn't see them, he will call in the fire mission anyway, leading it to be completely off target. The problem for me was that I assumed that the spotter would NOT order the fire mission if he didn't see the spotting rounds. However, in this game, that's how it works. Solution: Only call in fire on areas where the spotter has a reasonable chance of seeing the spotting rounds. It's not enough to be able to trace a long thin line through a forest to the intended target. The odds of the spotter seeing the fall of shot will be extremely small. * With the caveat that if the spotter is under heavy fire during the whole spotting round cycle, he will cower, and then probably not spot the spotting rounds...
  16. Yes I'm sure many young women are waiting with neurotic patience for new screenshots of this wargame.
  17. When selecting the bunker it does say "bunker", so I think it's not a shelter. Also another thing, not sure if it matters or not, but the leader of the MG crew is in the back of the bunker and hunkered down on one knee while spotting with his binoculars. I'm not sure if this means he can't physically see out of the bunker vision slit?
  18. I think you need to take the elevator down, not up, if you want to spend the afterlife in a warzone
  19. Some concrete bunkers in the game have a machinegun installed, some have not. I have put a HMG42 team in a bunker without the machinegun, thinking that they would be able to use their own MG. However, the MG does not deploy, and even worse, the MG42 guy refuses to fire, even though his four rifle buddies are happily firing away. Is this working as intended?
  20. I like Josey Wales' calm and mature approach. Also, he has a nice diction and doesn't try to appear like a tough cookie. To the contrary, he always signs off with "war is hell", which I find reflects the realism of these games very well.
  21. I know that some people have been wishing for much shorter delivery times when the mortar section uses its own HQ, in immediate contact with the mortars.
  22. Ah ok. I was starting to wonder if it was some Photoshop pic based on a game screenshot maybe.. but I just kept looking at it and could find no giveaways
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