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zulu1966

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Posts posted by zulu1966

  1. 3 hours ago, z1812 said:

    One can always cheat a little and extend the time allowed by using the editor. 

    I read in another thread that benpark will provide a download for the campaign with increased times. 

    Thanks - I always do that for scenarios but campaigns are a closed book - I will have to find that thread.

  2. On 4/18/2021 at 10:45 AM, Aussiegrit said:

    I've been playing the CM2 series of titles since 2011 with Combat Mission Battle for Normandy being my first experience with Battlefront. Since then I have purchased every WW2 title and every single addon since. Of the four main WW2 titles I would say Fortress Italy is my favourite closely followed by Normandy, then Final Blitzkreig and finally Red Thunder. After spending hundreds upon hundreds of hours playing these games there are many things I have learnt but the following are what have made me a more successful player:

    1. Don't watch the clock. In my early days of Combat Mission I focussed far too much on how much time I had left to complete my objectives. This resulted in me 'rushing' meaning excessive losses or stupid tactical decisions. So slow down. You almost always have more time than you think.

    2. Use your artillery,  in particular any off map big guns if you have them. And planning artillery strikes prior to mission commencement will result in more accurate fire missions. Even if the artillery doesn't kill a whole chunk of pixeltruppen it may at the least disrupt the opfor's movements, deny or otherwise dislodge a force from a defensive position. For offence or defence artillery is a godsend. 

    3. Assess the terrain prior to mission commencement and use it to your advantage. Spend plenty of time 'down in the weeds' at pixeltruppen level understanding the terrain nuances and then plan your attack or defence around the terrain and objectives.

    4. Ok I said three but what the heck. My bonus tip in particular if you are a noob is to spend plenty of time experimenting in the training campaigns and custom quick battle to really understand the game mechanics and AI. Once you get a good understanding of how it all works your enjoyment level will go up while your frustration levels will more be as a result of your own silly mistake or just down to lady luck or the fog of war.

    I would love to know what other experienced players think? I absolutely love the CM2 series and it is the game series I always go back to above anything else. I might have to break the WW2 fix with Combat Mission Cold War however when it is released. 

    Time is the biggest thing I struggle with. If I take the opening scenario of broken shields in the F&R campaign - no way does an hour and 10 seem enough to get it done. Any tips ?

  3. 2 hours ago, umlaut said:

    Stug IV tank rider bugs
    It seems like I stumbled upon a couple of bugs regarding StuG IV tank riders.

    In the first battle of the Broken Shields campaign (gorgeous map, by the way @benpark) the tank riders on this StuG IV (late) disembark as soon as the turn begins, instead of at the vehicle´s last waypoint (move and disembark orders given in the correct sequence). The bug occurs on both my laptop and desktop PC installs of CMRT.

    Curiously, when I created a test scenario I wasn´t able to recreate the bug - but I found another one: The tank riders on the StuG IV (early) disappear visually when they embark the vehicle. The icons are still there and they reappear, once they disembark.

    I have tested this with all StuG´s and Jagdpanzer IV´s (plus a few other german tanks) but only found the bug with the StuG IV. But as I said I wasn´t able to recreate premature disembarkation in my test scenario -  so perhaps it is something specific to the campaign?

    I of course have save files I anyone wants them.
     


    Combat%20Mission%20Red%20Thunder%20Scree

    I tried the same in the broken shields scenario with a couple of MG teams. set disembark from the last stug way point. All worked fine for me ... 

  4. 20 hours ago, wadepm said:

    MD, are you saying Cold War has an actual release date but F&R does not?

    If cold war comes out any time in the next 6 Months I will eat my hat. Quite willing to eat something much worse than that to get it in my hands - so win - win from my perspective.

  5. 15 hours ago, MikeyD said:

    While giving Fire & Rubble a look-see this evening I decided to test a semi-recent addition to the game to check for bugs (there were none). I dropped a Jagdtiger on an urban scenario map and had at it. IS-2 vs Jadgtiger at 500m. Yeh... it was fun. ;)

    Jagdtiger.jpg

    Man...Thats not helping ...

  6. 15 hours ago, BFCElvis said:

    Beta build for Fire and Rubble. A 5.0 Upgrade is not part of it. Think of it as patches for the title. When we're testing there are different beta builds that are given to us...Beta 1, Beta 2, Beta 3....you get the idea. We try to break each new build because we'd rather crash it and fix it that release it and have the crashes. The builds don't just include fixing things that we break. They also include additions, particularly to the TO&E and graphics. 

    So we are still on a beta build ? thought we had passed to RC ? Man this thing still seems weeks away...

  7. 15 hours ago, dbsapp said:

    Infantry in Red Thunder seems to be completely impotent.

    It doesn't shoot back, it's too vulnerable and it stops to implement order after the first shots from the enemy. Moving slow make soldiers exausted in 2 minutes after they crouched 10 meters.

    The single machine gunner can wipe out the squad in a matter of seconds. Soldiers can't assault buildings or fortifications or woods no matter what type of order you give them. 

    It requiers a lot of micromanagement, including orders to shoot particular area or units, to make them do something except of dying.

    Like in some ancient games, e.g.Sudden Strike, the infantry single role is to observe and find the enemy positions. It is the tanks that do the killing.

    Actually, it's quite frustrating and unrealistic. Graviteam's games made much better use of infantry with substantially less micromanagement and  greater survivability of the infantry.

    Burning bunkers mission is the great example of infantry negligible role in the game. You have hundreds of soldiers, but the only things you need are the tanks with flametowers, which you have to direct manually, because they don't see German machine guns firing under their nose. Infantry can't make it even close to German positions. For the whole time playing the game I saw my men firing at the enemy maybe twice, despite I tried to place them at the locations with line of sight on their foe.

    Would Fire and Rubble make improvements to TacAI and infantry behavior or it would be repackaging of the same Red Thunder with new units and maps?

    You obviously dont know the game. Graviteam games I like. But infantry in that is useless - massive slaughter everytime. you should understand infantry in CM behaves like infrantry and is good for the things infantry is good for.

  8. On 11/17/2019 at 2:29 PM, BFCElvis said:

    It may be a dirty and ungrateful job but NOBODY has to provide links like that on this forum.  OK?

    Yeah and lets just be clear. that is a nazi apologists site.

    "If the German Army acted with absolute disregard for the Geneva Conventions of 1929 pertaining to prisoner of war (POW), the Allies, Soviet Russia, America and British acted little better." Like **** they did. Maybe the Russians gave little quarter - but to even suggest any kind of equivalence for the western allies is nothing but perverse.

    "It has been established that half of US documented accounts of WW2 are embellished as falsified lies, cover-ups to deviate from the truth of the horrific and despicable War Crimes committed by the US Army which makes them no better then the Nazis, Japanese & Russians." 

    Really ?

    you only have to read several articles there to see the agenda.

    You should be ashamed of posting that ****ing garbage.  

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