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IICptMillerII

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Everything posted by IICptMillerII

  1. In the situation I was in there were multiple buildings occupied by the enemy (all in close proximity to each other) as well as enemy infantry outside the buildings. I wanted the Apache to saturate the area with 30mm fire to suppress them and hopefully take a few down as well. I wasn't using a point fire mission because I wanted the Apache to engage targets within a 150m (roughly) area that encompassed the buildings and exposed infantry. The ~150m target area did not cover friendly troops, however friendly troops were located within 100m of the target area, so I did not want the Apache to use unguided rockets for fear of hitting my own men. Could part of the issue here be the buildings? The spotted enemy infantry was both in the buildings and outside the buildings, but maybe its possible that the Apache decided that the gun wasn't going to be very effective? Just spitballing.
  2. Glad to see this project is still kicking! Thanks for the update!
  3. In the manual it says that if you choose light when it comes to air assets, they will use more light weaponry. For instance if a plane has bombs and guns and you give it a light fire mission, it will tend to use its guns more than the bombs. In the case of the Apache this should mean that the Apache, when given a light fire mission, should use its guns more than its rockets or AGMs. As I said before I don't think this is a bug with the game, but user error on my part. Are there only specific targets that the Apache will choose to engage with guns? Or is it a simple matter of it uses the tool it thinks is most up to the job? Part of why I'm asking is because I was recently fighting a battle in which I was calling in Apaches to provide close air support (very close) for my infantry that were slugging it out in urban terrain. Instead of using its gun, the Apache chose to use its AGMs and rockets (when given a medium fire mission) Some of those rockets hit a building some of my infantry was in and while it didn't cause any casualties, it did suppress and jar them. When I would give the Apache a light fire mission it simply wouldn't fire. I was trying to get it to use its guns to avoid friendly fire due to the danger close nature of the fire mission. I understand with danger close there is always the chance of blue on blue. So, does anyone have any advice on how to use helicopter support in a CAS role while in danger close proximity to friendly forces? Advice on how to use gunship support in general?
  4. I'm wondering how exactly to best utilize the Apache in missions when it is a supporting asset. I'll start with what I know to add some hopefully helpful context. First off I know all of the basic controls, like how to call it in, the difference between point and area fire missions, and the differences between heavy, medium, and light weapon usage. I also understand the special LOS rules that apply to helicopters. Using that, I am able to call in pinpoint strikes against armored vehicles and strong points, such as buildings occupied by enemy infantry. I have a good feel for all of this. What I am having trouble with is getting the darned thing to use its M230 30mm gun. Against anything. Optimally it should be employed against infantry in the open, or other soft targets such as light vehicles. But try as I may, I can't seem to get the Apache to switch to guns. When I set an area fire mission (there are spotted bad guys within the perimeter of the area attack) and set the Apache to either heavy or medium, he engages with rockets and Hellfires. All good. However when I do the same but set him to a light fire mission, he doesn't fire. Doesn't fire despite the fact that there are known and spotted bad guys in the area attack perimeter. Instead he makes one pass without firing and then cancels the fire mission. I don't think this is any kind of bug, I think this is user error on my part. Does anyone know of an answer to my specific issue of the Apache not using its guns? Also, please feel free to let me know how you guys have the most success employing helicopter support. Its the one fire support option I'm the least capable with, though I've seen it put to great use in Krause's videos (from CMSF) and other places too. Thanks in advance for any help you guys can give me!
  5. Definitely not a glamour shot. Ivan is about to have very bad day... War truly is hell. Utilizing the fantastic Winter Mod by Kohl and crew!
  6. Ahh ok, thanks for the replies. I do really like the effect for screenshots. I'll give it a go sometime in Photoshop and see what I end up with.
  7. This is a fantastic screenshot! How do you get the units to look like they're models made for table top gaming? The effect is awesome. The idea to try the CMRT Winter Mod out in CMBS was very clever, and the results are spectacular! Quick shout out to @kohlenklau and @BarbaricCo for doing all the hard work in creating the Winter Mod in the first place!
  8. Hot damn! That was one helluva turn! I've been lurking here since the battle began but I figure now is a good time to come out of hiding. The battle seems to be at a very decisive point right now, and the excitement is palpable. I must admit, I'm rooting for Bil in this battle (pro patria and all that) and when he posted that Panther being taken out I felt a surge of elation. The writing combined with the gif was perfectly done Bil! Thanks for doing this Beta Battle. These are much better than a two minute teaser trailer other products use pending a new release. It also helps that Bil is very knowledgeable and an excellent writer to boot, in my humble opinion. Eagerly awaiting the next few turns to see how this all plays out in this crucial moment of the battle!
  9. Just want to say thanks for the great info! I'm personally a big fan of the CMFI game and current module. Its probably my most played CM game. Not sure why, but there is something about the Sicily campaign that fascinates me. All of the units and equipment involved and the setting itself. I also think that the QB maps for CMFI+GL are very well made. They feel more real to me and a bit less gameplay based in their design decisions. Anyways thanks again for the exciting news! I'm really looking forward to the upcoming installments. Merry Christmas and happy New Year!
  10. I honestly think it was some kind of glitch. Our game was having some very slight delay/desync issues that I think contributed to the bodies appearing on the tank. Not really sure on the nuts and bolts of why it happened as I can only venture a guess. Glitch or not I thought it was interesting (albeit a bit morbid) and decided to pass it along!
  11. You caught me! I've been so wrapped up in Bulge stuff that I've forgotten there was an eastern front! Now that it seems we have a small wait ahead for the release of CMFB, its looking like the perfect time to return to the eastern front and check in on ol' Comrade Commissar. Make sure not to drink all that vodka, comrade. We still need some to fuel our tanks! (Which. might I add, are looking quite spiffy with their new white coats)
  12. These winter screenshots are fantastic! Keep up the great work and keep em coming!
  13. Heres a scene out of a multiplayer battle involving 30th corps drive on Arnhem. As you can see, things are going less than stellar for the British: I thought this was a particularly brutal screenshot. The tankers were killed and their bodies decorated the sherman. Pretty brutal.
  14. I was actually thinking of a scenario design very similar to this. It was inspired by my recent readings about the Battle of the Bulge, but is applicable to many other battles as well. In the first phase of the Battle of the Bulge, the Germans did a lot of scooting through gaps in the lines, of which there were many. They were trying to exploit the gaps and penetrate as deeply as possible, cutting off and isolating many American units in villages. This was primarily done because the tanks needed more time to come through, so the idea was that the infantry would bound as far forwards as they could and the tanks would then catch up to them and clear out the defenders in hard points. My scenario design idea was similar to what you mentioned. It would consist of an attacking force on a larger map, with the primary goal of making it to the other side of the map edge and reaching exit zones. The attacker would attempt to bypass as many enemy units as possible, while still having to fight it out if they came across determined resistance that there is no other way around. As others have pointed out, depending on the scale of the forces involved and the nature of the scenario itself, it may not be the most fun for multiplayer play, but against the AI it could be quite fun. I also see this type of scenario as being a very cool mission in a campaign. The attacker would have a lot more incentive to protect his force and try to get most of it through unscathed if he knew he was going to need those forces in the next campaign mission. Some of my ideas at least on the matter. I hope you continue to develop your ideas and we see a scenario from you sometime soon, perhaps even in CMFB when its released!
  15. Check out "A Time For Trumpets" by Charles B MacDonald. It sounds like its exactly what you're looking for. It covers both sides, although with an obvious emphasis on the US side, and has many first hand accounts. The author is well known for his book "Company Commander" which chronicles his time as an infantry company commander. He fought in the Battle of the Bulge himself and experienced the whole gamut of warfare, from constant shelling to hand to hand combat. I'm close to 200 pages in (out of around 600) and I'm enjoying it so far. I'm hoping to have it finished by the 16th! Looking forward to see what others recommend as well. I'm always looking for something new to read.
  16. I'm sure you chose to release later so as to not have a conflict with the release of Star Wars VII Kidding aside, I know you guys are working hard to deliver a high quality product, as is per usual. Its not that far away, even if there is no "official" release date set, and that is more than enough for me. Gives me more time to brush up on my history! Plus, we have the fantastic AARs going to keep our interests peaked.
  17. I'll throw one out there and do my part in adding to the post count. When I first heard that the next CM game was going to cover the Battle of the Bulge I was underwhelmed by the news. I honestly don't know why though, seeing as its the Battle of the freakin Bulge. Like the unwashed heathen who had yet to see the light, the moment my brain heard 'new WWII game' it went straight to 'not another WWII game!' I guess I was hoping for another title covering a more modern setting, be it contemporary or sometime during the Cold War. I'm still desperately clinging to the hope that one day Battlefront gives us Combat Mission: Fulda Gap. With some patience, @kohlenklau will get his schwimmwagens and I'll get a Cold War game, but not yet. Recently I've been warming up to the upcoming Bulge game. (The irony of that statement isn't lost on me) Of course there should be a CM: Bulge game! It is the single biggest battle the US Army has ever fought, and damn near one of its toughest and most dire to boot. So many heroes, stories and legends emerged from this one event. It almost matches D-Day in both size and scope. I couldn't be more excited. The beta AAR threads are awesome, I can't wait to see how those battles develop and what the new toys look like in action. Bud's comic AAR is extremely fun and entertaining to read. I'm constantly checking in to see if there are new updates to those threads, and if there are any new and interesting threads popping up. Everything so far looks fantastic and as Chris said a week or so ago, the game is very near completion. If they released the game on the historical beginning of the Battle of the Bulge it would be one hell of a cherry on top. Here's hoping! Quickly, if anyone is interested in a good book about the Battle of the Bulge, I recommend "A Time For Trumpets" by Charles B. MacDonald. (The same author who wrote "Company Commander") I'm reading it right now in the hopes of finishing it by the 16th. 480 pages to go!
  18. I remember seeing a series of screenshots in the Normandy screenshot thread showing the same thing happening. A German soldier attempted to throw a hand grenade but was cut down, and the live grenade fell to his feet, detonated and killed a few of his buddies around him. I was fascinated that Combat Mission simulates something like this, and was overjoyed when I not only got to experience it for myself first hand, but that it aided my troops in the process as well. Those fallschirmjager were proving to be a real nuisance. Another screenshot I took the other day: Nothing overly remarkable about it. I just think it looks really cool.
  19. I know its a video, but its a short one. Think of it as a fast screenshot slideshow!
  20. First off, hat tip to the "Kelly's Heroes" reference! I've been following the CMPzC threads for a while now and I think they are excellent! The operational level of warfare is as fascinating as it is diverse, with a scale ranging anywhere between maneuvering a company or two all the way up to divisions and beyond. In relation to Combat Mission, it adds a new layer of immersion that I find greatly enhances my personal experience overall. Spending two or more hours fighting over a bridge is a great lesson in tactics. Spending two or more hours fighting over a bridge in order to open the way for the tanks to relieve the beleaguered paratroopers a few klicks up the road is an entirely new experience. I've made a few of my own CMPzC operations and played them against myself as a way to test out how it all works. Its actually more fun than it may sound like. Thus far I've refrained from entering the multiplayer fray here on the forums because I've never done PBEM before, and I don't want to get in the way of the current operations, especially seeing that they are in their infancy. However if another round of CMPzC operations kicks off after this one (and I hope it does kick off) I'll make my presence known a bit more, if only to add moral/e support. You can consider this encouragement from someone who thinks what's going on is very interesting and entertaining, but who isn't quite ready to commit to the multiplayer environment yet. Keep up the good work, and Charlie Mike to all the commanders currently engaged! A quick question to the ringmaster himself, Kohlenklau; What game/program would you recommend to use to simulate the operational level for CM: Black Sea? There seem to be enough PzC games to cover all of the CM WWII titles, and even a potential (fingers crossed) CM: Fulda Gap in the future, but there doesn't seem to be anything for Black Sea. Feel free to PM me if this question is too specific and off topic.
  21. Thanks! You're fortress is looking pretty cool. Reminds me of the level in Modern Warfare 2 where you have to attack that castle. You could end up with a really cool scenario with your design. Something like the movie "The Rock" where a commando team has to rescue/destroy somone/thing in the fortress, or maybe have to escape from it somehow.
  22. Quick editor question: How do you get the buildings without rooftops? I looked through the manual and I've been toying around in the editor but to no avail. Go easy on me, I'm still learning
  23. This is a good point. I think the urge to do so should be suppressed to an extent. For me, I hate it when a scenario has been made purely to increase the difficulty. For instance, making it so there is only one avenue of approach to an objective and lining said approach with enemy units like MGs and ATGs. However (promoting my historical idea again) I DO like it when I am presented with a true to life (be it fictional or based on the real thing) scenario that is hard. For me that is a real challenge. Can I do better than the commander at the time? How will I stack up? Can I do something different that might get a better result, or should I follow the historical route and see what the outcome is? You can see right there the inherent replay value in such a scenario. Plus it never hurts to be a little educational! So to summarize I would say no to making a scenario artificially hard just for the sake of it, but by all means recreate a tough battle from history and see what the players do with it!
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