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ncc1701e

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Everything posted by ncc1701e

  1. My plan is simple: On the left side, I will try to reach the woods and obtain some intel of what is behind. On the right side, I will do the same. In the center, I will reach the first objective in front of me. Once done, I will assess what's next to do.
  2. The map is divided in two by the main road. Woods are limiting LOS for both players. Here is the view from the enemy side: Here is the view from my side plus at ground level:
  3. So back to the current game. The map contains three objectives located around three groups of houses. There are lot of woods as well. A preview of the map can be seen in the following screenshot: We are only using the 'Suggestion' box to purchase your Formation. Initially, my idea was to have lots of infantry and artillery and perhaps few tanks. Cycling through the possible suggestions, I have finally choose the following one: I have taken "on map" mortar to allow the possibility to perform direct fires... And, my infantry is having bazooka for the cats on the other side.
  4. Sorry guys, I was so busy this week at work. To answer you, I have no idea. Do not forget I am the newbie and @JoMc67 is the "brain". We are experimenting and Joe told me he will comment at the end of our current game.
  5. @JoMc67 I let you comment now if you want to add something before starting...
  6. Compared our first DAR, our house rules for this game have been updated to the following: 1. No Pre-Planned Arty (or Area-Fire from Ground Units) on Turn 1 of a Meeting Engagement, or from Defender. Player will need to Call-In Arty normally. Attacker in Attack/Defense Games are exempt and can use Pre-Planned Arty. 2. Players will let the Computer AI choose what Targets to shoot at (player can't choose Targets)...However, you can still use Small Arms/HE/Smoke Area-Fire anywhere on map at anytime (just don't directly Target Enemy Unit). 3. If you check LOS at a given Waypoint, then you have to keep it (can't delete or alter) until next turn...keep in mind, you also get a free LOS check at exact location beginning of turn since it's not considered a Waypoint. 4. Vehicle Smoke Dischargers (not Smoke Shells) is controlled by the Computer AI, and not by the Player. 5. Turn Off Armor Detail Hits. 6. No Unlimited Pause.
  7. Greeting everyone !!! After a brilliant victory of @JoMc67 against me (but his squads were a little rattled at the end too) in a third meeting engagement, we are starting our first QB still on CMBN. The setup is the following: I am the US player.
  8. Absolutely, I own a Paradox base game and support was very helpful to resolve the missing license key.
  9. I have bought CMBN last November knowing perfectly of this problem. But, so far, I did not face it. There are plenty of tactical situations to have fun with without seeing this problem. If you are interested by Normandy 1944, do not hesitate. On a side note, if you wait for any software to be bug free, you will stop to buy anything. Cheers
  10. @MikeyD is there a way to contact this person? I am reusing is work on CMBS2 without his authorization.
  11. I have found a good map of Syria and it looks like the one that is used in the briefings of CMSF2 official scenario. I do not have Photoshop but Gimp. So, I can do few manipulations except the text. Based on CMBS briefings, I am preparing an unofficial briefing template.
  12. Oh I see. This game is wonderful. A good AAR in perspective...
  13. Good question. If this is the floating icon, it looks like a vehicle in the editor. Several variants of HMMWV here:
  14. In less than one second, without receiving a single slot, and in a single second, my halftrack is going from "OK" at 14:56 To "Panic" at 14:55 All my other troops are indeed in bad shape thanks to @JoMc67 but this unit has just arrived as reinforcement... Snif
  15. Hello, I have done a quick test in the editor (CMSF v2.01) and I can see this. Not sure this is exactly the same variant of HMMWV... Is it a scenario from CMSF1 that you are playing directly in CMSF2 without any formation changes?
  16. Hi all, I am looking for this template as well. Is it existing? Thanks
  17. Well, I have just started with AI triggers. This is a wonderful addition. My CMSF1 AI can be reworked completely with this. I even succeed to delay the setup of one AI group waiting the enemy to touch one particular map objective... Excellent!
  18. Yes absolutely, it is working. The problem is that, doing so, you are losing their deployment... but hopefully not the AI plan... I will try. Not a big deal, don't worry. The map is still there.
  19. I definitely agree with you. I do not want Syrian air assets, red air assets in general to be removed. This is also very useful for scenarios in Africa.
  20. For example, still in my scenario, the Reserve Infantry battalion created with CMSF1 scenario editor: Does not have the option of a newly Reserve Infantry battalion created with CMSF2 scenario editor:
  21. I have opened a CMSF1 scenario in the CMSF2 scenario editor. The first formation was created with CMSF1 scenario editor and you can see I am not able to change the vehicule type. The second formation was just created with CMSF2 scenario editor and, at the bottom of the screen in green, I am able to select either Zil-131 either Ural-4320. Looks like the problem is existing for other formations as well. Is it a tracked problem already? Thanks
  22. I have checked first in the CM Shock Force 2 manual and it was in fact in the CM Engine Manual ...
  23. OK thanks, owning CMSF1, CMBN and now CMSF2... I am a little late.
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