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chuckdyke

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Everything posted by chuckdyke

  1. If this happens the UN Security Council is beyond repair.
  2. A Swedish guy explains Urban Combat. Future expansions should take some points from him IMO. Civilians with cell phones will record everything you do. They can influence the media on the homefront. Also the manpower required to take Urban Terrain the Russian just don't have the manpower to capture major cities. The Ukrainian strategy becomes clearer, cities is where they bleed the Russians.
  3. Serve six months and you're free. Thought up by the grandmaster of disinformation.
  4. What is this? Transporting or an innovation?
  5. The Evade is more useful in a RTS scenario if you can play RTS by PBEM? With this I am in the dark as our H&H battles are on Hotseat. I found Evade in buildings the units move automatically to the ground floor. Depending on the Combat stress they also flee to the nearest cover. How they write the code we can only guess.
  6. Splitting HQs should be able to split a medic. Squads should be able to split a runner, runner could simulate running out a field telephone line. On Company level especially for Soviets. The list goes on and on just try to code it all
  7. The systems animations show flexibility too. Just replay a two-men scout team next time you use them. They split and move depending on the travel mode.
  8. Like talking, you can't put words back into your mouth. Pause is useful say you got carefully plotted waypoints on a road for your convoy of trucks. But see there is an engagement on their destination. Select your convoy by double clicking and press the pause button they won't travel till ready.
  9. As low as possible. Ideally you get a fire position on the 2nd floor and can evade to the first floor out of LOS. Once full contact consider leaving against a human player just a matter of time before your number is up. Top floors for observers but not the most obvious building like a church steeple. Heinz Severloh got ordered to leave his MG position once his CO saw the Shermans. Against small arms buildings are good.
  10. At the beginning of a turn. They are definitely in my workflow if you don't want to cancel all of your waypoints.
  11. A classic battle is in RT Baranovichi. A Regimental HQ executing a Battalion Strength Attack. For a change they have radios at the Company Level. The Recon Platoon has light tanks with no radio but the Recon Platoon HQ has radio, you let him ride. Not racing ahead. Move to contact and let attrition be the strategy. Western tactics based on technology (which were radios in WW2) doesn't work. Your attrition is 30% use it, as long as the Germans also suffer 1:1 at that rate the Soviets will win it. IMHO that's how the Eastern Front was fought.
  12. They simulate some important functions. Like the hand signals of a leader. Pause is 'Halt' the next is Cancel useful if you have plenty of Waypoints. Evade is Fall Back the unit falls back to cover. In the open I highlight it and change it into Slow simulates rolling away from danger. Also the Combat Stress factor plays a role. They work when the unit is OK, Cautious or Nervous. Rattled he goes for cover and stays there till he is back to nervous.
  13. Ok something I can do we have a library of paper textures. I think it is part of the packaging of your creation. Not strictly necessary but it attracts people. Thanks for your attention.
  14. @RockinHarry did you download the paper textures or did you make them in your program?
  15. Too many times I found all the tentative contacts misleading or it was so obvious as being irrelevant. Before your attack, I think there has been a patrolling program for some time. I would include some standing patrols in a scenario. Or include some POWS taken during a raid the previous day. Unlock intel by a touch objective with a spy located. Campaigns lend themselves better, I think.
  16. I find pre battle intel misleading and often irrelevant. It is just like any other contact item useful for up to three turns. If I would design something I wouldn't include them. My Red Icons I would use them for Objectives with the points displayed.
  17. You lose the next war by using the tactics of the last war. That is where war gaming comes in by experimenting. D-Day landing craft closing in on a fortified and dug in enemy positions. Is that much different than an M113 or BTR closing in as quick as possible on dug in enemy positions? Need to maintain fire and suppression while closing in. Not always possibly during WW2. Russians still use Cold War doctrine against modern AT weapons. We can experiment behind the PC with a glass of Scotch. In RL they don't have that luxury.
  18. It is on the Command Panel. Green Button is for Pause, Red Button to Cancel the Red Button with the Cross is what I call Evade. He is using a mod they are all red. Next to the left of the move panel.
  19. I think he means the evade button, it is good because it goes for the nearest cover without you looking for it. by plotting and eyeballing. A Rattled unit will refuse to leave it and this is exactly what happens. Evade you need your unit under cover asap that's IMHO the purpose of that button.
  20. Affinity Photo can do anything PS can do and cost $50 and it is yours. I got the Affinity Trinity, and it is good enough for a professional graphic designer. I know there are open-source alternatives, but I find my integrated suite money well spent.
  21. I have seen that combat shock recovers back to OK. There is no difference between OK and Cautious. Cautious means only two stages closer to Rattled, Nervous only one stage away they can break during an attack and become Rattled. Rattled can have serious consequences like running into a house with a squad of enemy submachine gunners b3ecause that is where the cover is.
  22. Rattled units they will refuse some orders. Shaken the next step you can't order at all but they stay under cover. They leave cover in a panicked state again you don't have any control at all. Play a Dept Repaid and you see the StG44 is superior than Soviet submachine gun units.
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