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Everything posted by Warts 'n' all
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Illustrated Vignettes
Warts 'n' all replied to Bil Hardenberger's topic in Combat Mission Final Blitzkrieg
I can't help but think that The Rabid Otters would've been a great name for a punk band. -
CMRT Campaign - Kampfgruppe "von Schroif"
Warts 'n' all replied to George MC's topic in CM Red Thunder Maps and Mods
I think that Georges' pdf is Pretty Damn Funky!- 382 replies
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Moving under fire - tips?
Warts 'n' all replied to CCIP's topic in Combat Mission Battle for Normandy
Picking up on the first paragraph of the good Captain's excellent post above. He has the way spotting works on an individual basis dead right. And, sometimes if you you pay close attention, you will even find members of the same Squad engaging different targets from one another. I am always amazed when I see it happening. It certainly comes in very handy if the enemy are trying to outflank your men. No need to give your men a "Target" command, just sit back and enjoy the action. -
I have to admit that I didn't even know that there was a GDF, I've never scrolled that far down the opening page.
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The epic Bulge movie that never was
Warts 'n' all replied to MG TOW's topic in Combat Mission Final Blitzkrieg
Spanish Catholics masquerading as my fine puritan troops? Heads will roll for this. -
The above, whilst unpleasant, was as nothing compared to the behaviour of the Black Prince's nobles and common soldiers in France during the Hundred Years War.
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Is there any way to clear the mines?
Warts 'n' all replied to Larsen's topic in Combat Mission Battle for Normandy
Clearing minefields, even under ideal conditions, was difficult, dangerous, and time consuming. Which probably explains the code-name for El Alamein. "Operation Lightfoot". I think the way the game handles mines is spot on for the short time span covered in most missions. -
Juju's Interface Mod - an idea
Warts 'n' all replied to Erwin's topic in CM Final Blitzkrieg Maps and Mods
@ Erwin Scroll down the opening page. And use the dropdown menu on the right hand side "Modification Jump List" to find mods for specific games. The Scenario Depot is at the top of the opening page. Click on it to be taken to the various games, which are then divided up into Maps, Scenarios and Campaigns -
It seems both realistic and straight forward to me, from my own experience sound contacts are treated the same as visual contacts in Iron. If you click on a unit and the sound contact disappears, it means they can't hear it.
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CMRT Campaign - Kampfgruppe "von Schroif"
Warts 'n' all replied to George MC's topic in CM Red Thunder Maps and Mods
This looks like a great piece of work. Cheers George, I'm looking forward to losing it in my usual way real soon.- 382 replies
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Different icon colours for different platoons...
Warts 'n' all replied to Hafer's topic in Combat Mission Final Blitzkrieg
@ womble... +1 -
Combat Mission Battle Reports
Warts 'n' all replied to Bandwagon Games's topic in Combat Mission Final Blitzkrieg
Playing with the trees ON not only gives you a better appreciation of what your men can/can't see on the ground. It is also far more pleasing to the eye. The map looks so ugly when they are toggled.- 4 replies
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Greetings all! Newbie here
Warts 'n' all replied to Banjohero's topic in Combat Mission Final Blitzkrieg
Were you playing as the Axis or the Allies? And were you playing a human opponent or against the A.I? I only have CMBN on 2.12 I haven't upgraded to the v.3 engine. I've just taken a look at my log to see how I got on when I played this mission against the A.I. Axis:- Minor Victory.... K.I.A. - 4 W.I.A. - 9 Allies:- Tactical Victory..... No Casualties -
Greetings all! Newbie here
Warts 'n' all replied to Banjohero's topic in Combat Mission Final Blitzkrieg
Personally I don't think there is any need to make the gap wider. It is an accurate representation of the kind of gaps which occur on small holdings, pigs being lead from copse to copse, a farmer pushing a barrow, or his sproggs coming home from school via the fields etc. If you make the gaps any wider then you are creating a gateway. There might be a case to argue that the low hedgerow graphic is tightened up to prevent players from mistaking a "non-gap" for a gap. But really, if you are having a problem with gaps in hedgerows the answer is to study the map during the set-up phase. -
Greetings all! Newbie here
Warts 'n' all replied to Banjohero's topic in Combat Mission Final Blitzkrieg
Yes, that can be tricky at times. Again I find going up to camera level 6 pretty useful. Some designers do use a dirt tile to replicate the use of gaps in the hedgerows by the local farmers, which certainly helps to spot them. -
I can just imagine Zhukov asking Uncle Joe if he could turn off the trees. Zhukov:- "Comrade Stalin, could you please turn the trees off? My men can't see the Fascist invaders." Stalin:- "Gregory Konstantinovich, %^*&@ ***@%*! %$£@@ ! N.K.V.D.up against the wall."
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Just don't tell any BOB fans that there were only StugIVs involved in 17thSS's battles with the airborne around Carentan. They'll bite yer head off.
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Greetings all! Newbie here
Warts 'n' all replied to Banjohero's topic in Combat Mission Final Blitzkrieg
One of the first things I did when I was new to the game was to go into the scenario editor and create a mini map, then took a screenshot similar to the one shown in Baneman's post. Another good way to tell the difference between the three types of hedgerow is to go up to camera level 6 and look down on them, the difference in thickness is clearly visible. -
Work on Patch v1.01 has started
Warts 'n' all replied to ChrisND's topic in Combat Mission Final Blitzkrieg
Yes I'd noticed that too. I hope it gets fixed somehow. -
I've been beheading trolls since 1649.
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Now this looks like the Foret d'Ardenne. Unlike a lot of recent youtube videos which look more like the Col du Telegraphe.