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Arjuna.R

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  1. Like
    Arjuna.R reacted to A Canadian Cat in The Path Forward?   
    LOL I wonder if we will get less future info. Rock paper shot gun just wrote an article about how long Rome to Victory took to complete and they started the clock when the idea of a final module for CMFI was first hinted at.
    Kind of unfair of them and perhaps disincentivizing for making further long term future posts.
  2. Upvote
    Arjuna.R reacted to MOS:96B2P in Buddy Aid   
    As a result of a thread over at The Few Good Men (FGM) gaming club I did some experiments with "Buddy Aid".  Below is some of the information that was learned and shared at The Few Good Men.    
    I did some experiments in CMBS v2.1 Engine 4 where I saved a game after taking casualties and then ceased fire and recorded the AAR results.
    I then loaded the save, completed buddy aid, ceased fire again and recorded the AAR results.
    The score did not change.
     
    3 WIA, (out of 10 total troops) then cease fire.
    No buddy aid - 1 KIA, 2 WIA = OpFor Minor Victory 25 points.
    With buddy aid - 0 KIA, 3 WIA = OpFor Minor Victory 25 points.
     
    2 KIA, 3 WIA, (out of 17 total troops) then cease fire.
    No buddy aid - 4 KIA, 1 WIA = OpFor Tactical Victory 45 points.
    With buddy aid - 2 KIA, 3 WIA = OpFor Tactical Victory 45 points.
                                                                                                                                                    
    WIA (red base) can turn to KIA (brown base) from additional hits.
    Buddy Aid is one on one however a team can treat multiple casualties in the same A/S concurrently.
    A team administering Buddy Aid will recover ammo including ammo for weapons they do not have in the team.
    Buddy aid on KIA (brown base) was about 15 - 35 seconds. On WIA (red base) about 1 minute – 2 minutes 30 seconds.
    Casualties only disappear if they receive Buddy Aid. I tested 2 KIA & 2 WIA for 1½ hours game time. They never disappeared.
    Experience of the teams administering buddy aid did not affect the length of buddy aid or the amount of equipment recovered.
    Lightly wounded (yellow base) are not counted as casualties on the AAR screen.
    To share ammo recovered in buddy aid the medic team must be part of the unit (“highlighted” unit) needing the ammo.
    During testing on average about 2 grenades and 170 rounds of ammo were recovered per casualty. I know from playing the game other                                equipment (radios, binoculars, some weapons etc.) can also be recovered but I did not try for that in the experiments.
    WIA (red base) incapacitated wounded are not counted in Parameter/Condition but are counted in Parameter/Casualties.
    Buddy aid does not make a difference to the score in Quick Battles or in Scenarios.
    Buddy aid does not make a difference to the score in a Campaign.
    Buddy aid may only make a difference as a tie breaker in a CM tournament . 
    If I got anything wrong let me know but as best as I can tell that's the way it works. A little disappointed that Buddy Aid has no affect on the score but I will continue to order my teams to administer aid. Seems like the realistic, correct thing to do.
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    Arjuna.R reacted to nik mond in Rome to Victory Release Date   
    That is still in there. "Come back you coward." If I'm not mistaken it is heard when surrendering troops are rallied
  4. Like
    Arjuna.R reacted to benpark in Rome to Victory Release Date   
    Imagine that process- A struggling actor in another country (possibly), sent a script they know little about. A job in video games seems exciting enough. They open the script and scan it. Maybe at home in front of a mic? In a plush studio with carpet on the walls, with a poster of Rick James over the boards? Taps the mic- "Sibilance, sibilance". Quiet on the set!
    "Is there any direction given?" The actor inquires. No notes, beyond "should exhibit terror", or "pinned down (wot!?!)". They struggle to find the character, then are told "it's actually a lot of different guys that need distinct voices- all you!". The actor sags in his chair. Straightens up, and begins..."Advance!". 
    I really want to have an alternate take mod with the flat delivery. "Move out, or take a nap, or whatever".
    Nicely done, Elvis. Stuff like this makes the game educational, as well as realistic and even informative. I'm psyched to learn some Urdu.
  5. Upvote
    Arjuna.R got a reaction from BletchleyGeek in Rome to Victory Release Date   
    Hindi and Urdu are similar enough to pass for each other in game. While trying to figure out which language would have had the most speakers amongst Indian Divisions in Italy I couldn't find anything more useful than this in the official history:

    'As an illustration, their Army newspapers now appeared in eleven languages, instead of two as in peace time. Even the impassive Gurkhas had their Gurkhali news sheet, which they read with avidity. '
  6. Like
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    Arjuna.R reacted to Rinaldi in CMFI Rome To Victory Beta AAR - Indian Infantry / South African Armour   
    That's a good task grouping for each force, which definitely helps to mitigate the risk you always run when splitting your forces. I like that you've left some degree of flexibility based on what the recce and carrier platoon reports. I know it's early days and you haven't really taken any fire but your communications between recon and combat elements so far has been superb. Good C2 all around.
    QED.
    I enjoy your AARs, they're some of my favorite to read/watch next to Miller's and Josey Wales. I love how consistently thorough you are with your orders, which I first noticed in your Eindhoven AAR. Keep it coming!
  8. Like
    Arjuna.R reacted to A Canadian Cat in CMFI Rome To Victory Beta AAR - Indian Infantry / South African Armour   
    Minute 0:56: Orders
    The tank moves up just a bit to get a clear view of the bunker.

     
    Same order as seen from the TC's level.

     
    Sending more infantry reconnaissance crosses with the first supporting tanks as well.

     
    A company will form up to be ready to assault the town and bridge.

     
    B company will form up to cross at the fords and assault the hill below KT3

     
  9. Like
    Arjuna.R reacted to A Canadian Cat in CMFI Rome To Victory Beta AAR - Indian Infantry / South African Armour   
    Minute 0:57: Orders
    I will bring up some 105 support to deal with the bunker. Here I will try to get the recon vehicle and the tank to sit next to each other for a while to share spotting information.

     
    Before getting the 105 Sherman tank into its final position.

     
    The ford crossing continues.

     
  10. Like
    Arjuna.R reacted to George MC in Moving in columns.   
    Scouts/Advance Guard/main body/rearguard (and each part replicates this formation i.e. the main body would have a scout/advance guard and rear guard within it's formation).
    Scouts way up front and don't forget the flanks (to contact the enemy) followed by advance guard (but leading with it's own scouts) vehicles minimum 15s apart.
    Order in column depends on terrain e.g. close terrain I'd have infantry up front, open terrain more likely tanks with a few infantry riding the tanks to act as de-facto spotters.
  11. Like
    Arjuna.R reacted to A Canadian Cat in CMFI Rome To Victory Beta AAR - Indian Infantry / South African Armour   
    Minute 0:58: Orders
    Start with cleaning up the traffic jam. This is what the orders looked like before I made adjustments.

     
    Now fixed up:
    A) just straighten out the move order. No need to turn back towards the right and then gain to the left.
    10s pause to let the first tank get back on the road and going again
    C) 20s pause so the second tank has moved off before the third tank tries to move.

     
    Also the lead tank will swap positions with the recon unit so we can hit that bunker with 105. Noticed I am pausing the withdrawal of the recon element for the turn and making sure the assault gun doe snot move up this turn. I will arrange to have them sit next to each other to share intel before moving the 105 into its final position.

     
    Keep firing at the bunker on KT3.

     
     
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