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stevenh5545

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  1. Upvote
    stevenh5545 reacted to Bil Hardenberger in CMRT - BETA AAR - Soviet Side   
    I think the icons in these views are a tad misleading.. I am in fact trying to keep my infantry platoons in tighter formations so the platoon HQ can respond if any of the teams gets into trouble... out of C2 from teh Platoon HQ can lead to some brittle units if they take casualties. This is far different than I would handle my forces if they were German, US, or CW... then I would have no problems with spreading them out more and putting some of my teams out on a limb. But these Soviet platoons need to maintain some cohesion to maintain good order.



    Thanks... yeah Quick when moving into position... usually I would then Hunt forward (if going into a Hulldown position) but in a case like this where I don't want their movement to get interrupted, and when I want them to withdraw I am moving forward on Move, which should still allow them to spot better than fast or quick. We'll see how it works out.
  2. Downvote
    stevenh5545 reacted to sburke in CMRT - BETA AAR - Soviet Side   
    LOL only if you are Australian
  3. Downvote
    stevenh5545 reacted to RockinHarry in More Bulge Info! (and a few screenshots...)   
    Hope that also some badly needed attention is given to develop new pillboxes and overhead covered foxholes/trenches, to make combat for fortified positions, particularly the Siegfried line, a more realistic experience, than it is now with V3.0 CMBN!

    Honestly, ...the current pillboxes and shelter thingies, simply don´t work. We need neutral objects, that can be entered and used by all parties, until they´re blown up by lots of TNT. During the siegfried line campaign, countless hardened structures were engaged, captured, lost, recaptured and used, by both the western allies and germans. Can´t imagine to recreate any such battles and situations with the current immobile vehicle type oddities.

    There´s no realistic Ardennes, or Hurtgen forest combat with entrenchements, that are death traps to tree and air bursts, as they are now. There was some good suggestion in the forum to vary entrenchement types by applying an "experience" soft factor to them. So a "veteran" foxhole type might have added some log and earth cover, to provide overhead protection against shrapnel and medium mortar direct hits, while "regular" and below means, it does have not.

    Another overhaul for a new game family deserves heavy buildings to be treated as more massive and having basements, or half basements, to offer better protection vs artillery and bombs, as well as providing well covered fire positions (from half basements).

    I´d also wish for more and larger types of trees, incl. fir trees that extend branches to close to above the ground. With the current assortment of trees (in CMBN V3.x), forestst are still too open and lack a realistically varied look.

    These would be some new features that would make me interested to invest in the Bulge family. New vehicles and OOB´s of the period and autumn/winter textures ain´t enough for me.
  4. Upvote
    stevenh5545 reacted to kohlenklau in AXIS AAR: CMPzC Operation Eindhoven Road Mini-Battle 2   
    Heinrich,
     
    Just a reminder that this is a mini-battle:

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