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Warts 'n' all

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Posts posted by Warts 'n' all

  1. The route you end up taking is based mainly on your results, as indicated by..... ToV ... MiV.... Dr.

    Sometimes a designer will create missions that will lead to a certain path that the player will be told about in the briefing, in this particular campaign the mission "Command Decisions" fills that role.

    If you would like to pick up some ideas on how to get to the other version of "To the Meuse", I would suggest that you take a look at the youtube series produced by Jamies Games. In the meantime I would be interested to see a list of the results you achieved that led to you getting the final battle that you faced.

  2. It can be complicated. Especially as different victory levels can effect the route you take  But just as an example, I think the perfect route would look like this.

    Mission 00  --- Mission 01  --- Mission 06  ---  Mission 10  ---  Mission 14  ---  Mission 18

    Although in the words of many a football manager, "We'll just take each match as it comes, and at the end of the day it's only a game."

  3. @Bulletpoint Ignoring the snide unhelpful comments above. The four different versions of "To the Meuse" are numbered 15, 16, 17, and 18 on the scenario listing. Which of those you will fight depends on your progress through the campaign. Numbers 15 and 16 take place on the closely confined map that you have described with the three defence lines. Whilst numbers 17 and 18 take place on the more open map shown in the OP's screenshots. Happy gaming.

  4. 7 hours ago, Michael Emrys said:

    "You accepted the King's shilling, did you not, Paddy?"

    "Ar...I suppose I did."

    "Then, it is the British Army in which you presently find yourself is it not?"

    "So it doesn't matter whether you hail from Edinburgh, Dublin, Katmandu, or bloody Chicago! You're still a British soldier!"

    :D

    Michael

    Did I use the word British? No. 

  5. Once again, it is always best to let your fellow forumites know where you noticed something. Just as an example, the 4th Platoon HQ in the first mission of the Triona campaign doesn't have a radio, but if you look around the set-up zone you'll find a dismounted jeep that has a radio, and bob's your uncle. 

    You will also notice that 4th Platoon will include both MG and Mortar teams. I have seen video makers send their HQs off into battle with the MG's and then spend the rest of the video moaning because "useless BFC scenario designers" won't let them use their mortars. So keep your HQ within range of his mortars, his Company CO or a radio. Or follow the gentleman from our colonies north of the 49th, and use the 60mm in a direct fire role.

  6. Paddy sips from the last Guinness that he managed to purloin back in the Delta, raises his eyes to God's heaven and murmurs. "For fecks sake, will yer tell thees eejits to stop keep calling me a fecking Brit!" 

    Wanders over to the bordello's gramophone, cranks the handle, and puts on that old favourite of LIMEY troops.

    "If Abyssinia was only the begin-yer of Mussolini's plans for Africa. It's a damn good job we stopped 'im in 'is tracks, and sent the bastard back."

    I'm still waiting for my royalty check from Amen Corner for that one

  7. On 11/16/2015 at 12:44 PM, Sgt Joch said:

    I am the one who designed mission 1. The map, opposing forces and defenses are all as close as possible to the historical situation on the morning of June 23rd as we could determine based on the historical records.

    you don't like the scenario? I am sure the Russians and Germans who actually had to fight it in real life liked it even less. B)

    Hear hear.

  8. 9 hours ago, Xorg_Xalargsky said:

    I don't know about anyone else, but I'm stuck in a time loop : a personal hell of my own where I wait for the new Fortress Italy module while life just keeps going on around me, but I'm too paralyzed by anticipation to take part in it.

    You're stuck in a time loop? You should stop moaning and think yourself lucky. I've been waiting for CM English Civil War for the last 400 years

  9. Unhide your HQ's and FO's once the spotting commences and give them target arcs as a general rule. 

    In the case of this particular mission I would count one AA Gun and maybe some gun crew casualties as a reasonable return from one strafing attack, and possibly the same from one mortar. Count anything else as a bonus. One airborne platoon firing from the flank will make light work of anything left in those gun pits.

  10. Firstly, it is always best to name the actual campaign when asking for help. It will save your fellow forumites the trouble of having to guess, and therefore be in a better position to help you.

    I suspect that you are describing the first mission from "The Road to Nijmegen" campaign. And the answer is "No", there isn't a problem with the way the game handles indirect fire or it's accuracy in that particular mission, if that is what you are implying.

    You have to remember that the fighter boys are not mind readers. Give them an area target and they will look for targets, and normally try to hit whatever they can see. It might be the trucks, the gun pits, or the guns themselves. I've never flown a Spit on a cloudy Sunday afternoon, but I should imagine being able to tell the difference between a knocked out AA gun and a functioning one from x amount of feet when they are so closely packed together might just be a tad on the difficult side.

    As for the mortars, I've played that campaign a couple of times and in that first mission both the Company CO and the FO have gotten their stonks on target without any problem.

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