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Warts 'n' all

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  1. Upvote
    Warts 'n' all reacted to Ales Dvorak in 6th Airborne Closing the Ranville Gap - searching for scenario author   
    Looks like author is Tremissis , according to Ian's list.
    https://www.combatmission.lesliesoftware.com/BattleForNormandy/Scenarios/index.html
  2. Upvote
    Warts 'n' all reacted to Vacillator in 6th Airborne Closing the Ranville Gap - searching for scenario author   
    Bootie is the guru who curates / maintains etc. the repository.  Some of the older items in the repository show him as author, I think as he may not have known who the author was when transferring them.  Is that correct @Bootie?
     
  3. Upvote
    Warts 'n' all reacted to thilio in 6th Airborne Closing the Ranville Gap - searching for scenario author   
    It’s a good scenario worth playing. Maybe too easy.
    There are not all the German troops at the beginning but the map is very large.  Did you try with the lowest model and texture quality?
  4. Upvote
    Warts 'n' all reacted to Vacillator in 6th Airborne Closing the Ranville Gap - searching for scenario author   
    I didn't as I've never had to do this before.  I'll have another look.
  5. Upvote
    Warts 'n' all reacted to Vacillator in 6th Airborne Closing the Ranville Gap - searching for scenario author   
    Maybe, it is high on the 'hugeness scale' (sniggering and rolling of eyes).  However I've just loaded up 'No country for tanks' which is at the top of the charts in my CMBN, and it loaded without a problem.  Perhaps every man and their dogs are on map at the start of Ranville but not in No country...
    I'll experiment a bit more as I've not had a scenario fail at the first hurdle before.
  6. Like
    Warts 'n' all reacted to WimO in FIX THE BOGGING ALREADY!   
    I would like to agree with Centurian52's comment regarding player expectations.
    I remind myself that the CM series are simulation 'games' and a lot of fun to play. Although there are numerous quirks that I personally don't like, I can live with it, comforting myself with the knowledge that my opponent (real or AI) is experiencing the same issues.
    Graphically the series is dated and constructing maps and scenarios is like working with Lego blocks but ... what other game gives me an editor to create new maps and scenarios? Maybe not ideal but still wonderful! Very wonderful.
    Although the orthogonal and diagonal constraints of the map building blocks frustrate me daily, it still remains my 'go to' game and editor.
    If there is something in a scenario that you don't like, just load the scenario into the editor and change it (then save as a revised version). You can do that with campaigns too but that is a heck of a lot more work.
  7. Upvote
    Warts 'n' all reacted to Artkin in How To Enjoy Hassle Free Convoying in CM   
    I never place waypoints directly on road corners, only before and after them. 
    IMO the units drive smoother around corners this way, and dont lose as much speed. 
  8. Upvote
    Warts 'n' all reacted to GhostRider3/3 in Kampfgruppe Peiper Campaign   
    Glad you enjoyed the Campaign.  It was a good one.  There are many more.  I saw your critiques, you are not wrong in some, but some are harder to complete to make the game manageable.  My guess as far as HE into Houses is, yes devastating but not nearly as devastating as putting SMOKE rounds in a building as they are phosphorus-based.  The Germans did this at Arnhem, and visa versa possibly.  I do find the HE rounds effective, it just may take 2-3 rounds, MG fire is so so, but the German FLAK guns are devastating to Infantry in buildings most of the time.  Stragglers are a pain but they possibly did this because of mechanics... maybe? 
    As far as the Campaign is replenished, that is all based on the designer.  I look at how many days is this campaign, and realistically it would be to replenish troops in combat the next day.  Sure in real life you could take a driver and give him a rifle, but honestly he might be too shell-shocked or such to even be of any use.  Anyhow good stuff, there are many scenarios and campaigns out there.
  9. Upvote
    Warts 'n' all reacted to Flharfh in Kampfgruppe Peiper Campaign   
    Looks like I am a little late to the party, but I finished this campaign today and I wanted to comment with what a good time it was. Comments - 
    First two missions are pretty easy and self explanatory. Third one, the first Stavelot battle - not difficult to win, but difficult to cap the last victory point (the town square) to get the fuel capture bonus. 
    Staumont - very difficult but at least you have ample forces. I pushed in directly along the main road and lost 2-3 panthers to the concealed 90mm TDs. 3 mortar barrages failed to destroy them and thankfully I had the two king tigers from capturing the fuel depot in Stavelot 1 to neutralize them. I didn't attempt the Roua objectives and the sanitarium seems too far away to realistically capture in the time given if you don't swing around and go through Roua. I got a 'draw' which allowed me to continue, but that includes me not getting credit for one of the objectives I had captured despite there being no allied troops there. 
    Stavelot 2 - the most difficult of the campaign. You are attacking a fortified enemy who has superior forces. At first you think the two KTs and the Panther can easily handle the six vehicle American SPAT battery. They can't penetrate your armor, but a few hits from them will damage your gun, optics, or tracks which is just as good as a total kill. Still, killing them is worth a lot of points so you have to do it. I suggest inching your way up the middle with the ACs and tanks and hoping for good RNG. I admit I had to reload this one a few times. It seems very difficult to actually capture any of the objectives other than the "road screen" one given that you face a superior, dug in infantry force with ATG support. What I did was use my initial artillery to bombard the known ATG locations, advance and destroy the SPAT battery, capture the road screen objective, pick off any extra enemies I could, and minimize my losses. I lost the battle but apparently not badly enough to prevent me from progressing. 
    Werbemont -easier than Staumont or Stavelot 2. At this point your forces are depleted but this map is relatively fair. I was able to win a moderate victory on my first attempt by going around the right side and going for the three highest VPs. 
    All in all this was a great campaign that I think captures the essence of the difficulties the Germans faced in 1944/45. I tip my hat to the designer. 
     
    I know this game and the campaign have been out for years, but here are my constructive criticisms (mostly to the game engine): 
    Infantry in small buildings seem very resilient. It seems to take quite a few HE shells to neutralize teams/sections in small unfortified Belgian houses. 
    Mortars - don't seem to do much of anything against dug in infantry (buildings, woods, foxholes). 
    A few stragglers shouldn't prevent capture of a victory point. The first battlefront games handled this fine . . .as long as you have superior forces at the VP, it should count as captured. 
    Forward observer and on-map mortars - basically impossible to use practically on the attack. Might as well expend all ammo on preliminary bombardments. 
    Some strange things with infantry. They take casualties very easily, but are extremely resilient - I frequently had 2/8 or 3/10 infantry squads still combat capable. 
    Defeated gun/vehicle crews too easily return to battle with small arms. Combat ineffective units should be removed or should rout off the map.
    In campaign where losses are not replenished, badly damaged squads should be merged somehow to prevent very small, basically combat worthless units. 
    I don't know how it is determined that a vehicle becomes immobilized but it seems to be very harsh RNG. 
     
  10. Like
    Warts 'n' all reacted to MikeyD in FIX THE BOGGING ALREADY!   
    You (almost) never see blizzards in CM scenarios, or dense fog, or moonless overcast nights, or moonless nights with dense fog on muddy ground because some condition just aren't all that fun to try to play in. Not to say having your men stumbling through a monsoon or a blizzard can't be entertaining as a demonstration scenario. But you wouldn't want to make a regular habit of it.
  11. Like
    Warts 'n' all reacted to Thewood1 in FIX THE BOGGING ALREADY!   
    There are players that go on and on about wanting realism.  But then anything close to realism smacks them in the face and suddenly its not fun any more.   Recent spotting and bogging discussions are front of mind.
  12. Like
    Warts 'n' all got a reaction from Centurian52 in FIX THE BOGGING ALREADY!   
    Perhaps the OP might like to fix his Caps Lock.
  13. Upvote
    Warts 'n' all got a reaction from Halmbarte in FIX THE BOGGING ALREADY!   
    Perhaps the OP might like to fix his Caps Lock.
  14. Like
    Warts 'n' all got a reaction from A Canadian Cat - was IanL in FIX THE BOGGING ALREADY!   
    Perhaps the OP might like to fix his Caps Lock.
  15. Like
    Warts 'n' all reacted to Myles Keogh in off road / Tanks belong on the roads. Seelow Heights   
    A follow-the-leader/convoy-like command was announced as a possible feature inclusion for the 4.0 upgrade.  However, somewhere between that upgrade's announcement and its release that featured got shelved.  Apparently, BF couldn't get it to work within their code.
    A shame because plotting vehicle road movements has got to be one of the worst parts of the game.  All the waypoint setting and using the pause key to both keep vehicles on the road and to avoid traffic jams.  And It's really annoying when playing scenarios/campaigns that feature waves of reinforcements on a large map.  (When playing such scenarios, I often save and quit upon receiving a company plus of armored/motorized reinforcements because I usually have to feel pretty energized to spend all the time plotting their road movements to "the front."  So, I take a break from the game then until I feel more in the mood to do so.)
    Since, unfortunately, they've already tried but failed to fix this issue, it appears we're stuck with it until maybe CMx3, if that ever happens.
  16. Upvote
    Warts 'n' all reacted to A Canadian Cat - was IanL in off road / Tanks belong on the roads. Seelow Heights   
    The main problem with road travel is; there are no roads as we experience them in the game. What there are. in the game. are a series of tiles that look like a small patch of road and can be assembled in to a series that looks just like a road. So, there isn't anything for the computer to travel along that is contiguous and identifiable. That means creating code that allows units to travel along a road is a lot harder and more prone to issues. Solutions that worked around that didn't really create the ability to travel along a road. They did other things that may or may not have been useful or matched the expectations of the name. 
  17. Like
    Warts 'n' all got a reaction from Vacillator in Latest Usually Hapless Video (Scotish Corridor 10)   
    Funny you should say that, a mate of mine had a Milk Snatcher toilet roll holder. The paper came out of her mouth. I wish they still made them.
  18. Upvote
    Warts 'n' all reacted to Vacillator in Latest Usually Hapless Video (Scotish Corridor 10)   
    I'm trying very hard not to picture the Milk Snatcher 'on the throne' 😱.
  19. Upvote
    Warts 'n' all reacted to Vacillator in Winter Pershing +British vehicles   
    LOL JM, good one.  I like a bit of Kenneth Williams as we've veered down the comedy direction.  I won't say which bit though matron.
  20. Like
    Warts 'n' all got a reaction from Vacillator in Winter Pershing +British vehicles   
    "give me a poke".
    It's lucky that Frankie Howerd's ghost doesn't play CM
  21. Like
    Warts 'n' all got a reaction from Vacillator in Fire and Rubble   
    I still refer to the site by the old name. 
  22. Upvote
    Warts 'n' all reacted to Vacillator in Fire and Rubble   
    Is that still a thing, I thought it went the same way as Ironsides?  I think it's all here now (or most of it):
    https://www.thefewgoodmen.com/tsd3/
  23. Upvote
    Warts 'n' all reacted to Erwin in off road / Tanks belong on the roads. Seelow Heights   
    Roads tend to allow two vehicles side by side.  In addition to giving a 5 sec pause for the following vehicle, try putting one on the RHS of the road and the 2nd on the LHS, and stagger any additional vehicles that are following.  Of course the issue is that additional pauses are not every 5 seconds but increase exponentially to 45 seconds.  
    So, in addition to increased PAUSES, the other technique I use is to have following vehicles drive at a slower speed at least until the first waypoint.  So, if the first Vehicle moves FAST, later vehicles could move QUICK, then HUNT etc.  
  24. Upvote
    Warts 'n' all reacted to Centurian52 in off road / Tanks belong on the roads. Seelow Heights   
    I was just about to comment the same thing.
    (the rest edited out)
  25. Upvote
    Warts 'n' all reacted to herr_oberst in Firing a small "panzerfaust on tank   
    Your pixeltruppen are soldiers, not robots, so yeah, sometimes they think "That order? That's nuts," and do what the Tac AI thinks is the best choice.
    Same reason they'll break and run, or go to ground when receiving incoming.
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