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RMM

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Everything posted by RMM

  1. And Martin is a very competent player!
  2. It's the redux. It does say at the end playable as H2H. Don't really know what 'bump it' means, but with something this, apparently intractable, am always curious as to what people might suggest, not in terms of move or attack here, but in terms of tactics and overall strategy. Always looking to learn. This thing just seems to leave the GE as mostly helpless targets on a range however. Short of a blind, headlong charge anyway, which I just
  3. Am curious if anyone would be willing to provide insights on the GE tactics that should be employed with this scenario, because I've been PBEM'g this scenario, and I have to say it seems to want to just force the GE into simply ordering a blind, headlong charge, across an obvious killing zone, re-creating a 20th century version of the Charge of The Light Brigade! The GE can't spot, can't area fire where suspected targets are due to repeated 'no aim point', and to top it all off, are often beaten to the punch in long-range gunnery. Plus the terrain is purposely setup to prevent them from working their way through the various woods to get into good, covered firing positions! So what else is left? This thing seems to do more to simply highlight problems with the spotting algorithm than anything else! The RU just sit behind grainfields and/or hull down and just enjoy their fish-in-a-barrel target practice. To top it all off, the GE aren't allowed the obvious arty prep any such attack would require IRL. Every advantage is given to the RU, and the GE player is just left re-arranging targets on the range! Am I missing something? (Russian) guns to the right. Guns to the left. Guns to the front and on they rode, into the valley of death! With equally dumb results. Am genuinely looking for constructive suggestions rather than just 'player problem' suggestions!
  4. Apparently, in CM1, there was a 180 degree option. In many of these forums, it seems like there were a number of things in CM1 that should be brought back.
  5. Indeed, you were Yeh, I think 2nd Front purposely kept the graphics to a minimum to focus on game play and keep some sens of a board game.
  6. Oh, for sure; from what I could glean in the forums, he almost died of a stroke! I could only enjoy it in its smallest scenarios however, because anything bigger just completely bogged down after a number of turns. One would end up waiting a minute (literally!) for a unit to move! Plus there's was no real multiplayer. Pity, since it really was a solid effort at eASL; however now, there's 2nd Front which is eASL in everything but looks and without the bugs of TotH
  7. I don't think such sentiments should be taken lightly. For those who are familiar, TotH garnered a lot of initial interest, but then the one developer of that refused to do anything more, and ... well, there's a lot of ex-TotH over here now!
  8. The arguement that this simulates the crew abandoning the ordinance in an orderly fashion (ie. having the presence of mind to destroy it while under fire of a level that is forcing them away from it in the first place) doesn't really make sense; it's at odds with what's actually happening - in the game, that act of 'abandonment' is one of the crew breaking and, essentially running away, being driven off by enemy fire. So, it doesn't stand to reason to then ascribe a willful and calculated action as their last act before completely breaking and running away! Abandonment is a deliberate act, but that's not what's happening in the game, so @Silentkilarz is right. This one of the rare, truly dumb facets of the current engine that takes away from reality and leaves the game wanting.
  9. Yes, I have seen this work, but it's still unnerving to have them run in, and it's completely unnecessary. Just blow a hole in the wall!
  10. Interesting. I'm not at all a fan of the Crack setting; it seems to be far too, unrealistically advantageous, but in this case, it does seem like setting the Airborne to that could make a good balance adjustment. Next turn, such as it is back to ya!
  11. Very ruefully yes. The jeep has some extra ammo but not much. I wouldn't say that this is completely unwinnable by the Airborne, but it's a tough one to say the least. I think a lot depends on whether the GE armour can be taken out. I lost the ATG pretty early on despite repositioning it out of immediate LoS of the GE, but the Airborne player has to think in terms of hiding and waiting for the GE to enter kill-zones for both infantry and armour. Also, the GE seem to be set to 'Crack' level which has much better (I would argue too much better) accuracy, because I seem to have lost a lot of the longer range firefights. I also think the 81mm needs to be used right up front to immediately take out as much of the GE Truppen as possible while in their initial setup and movement zones. We haven't quite finished yet, but I'm told that this achieved at least some of the desired results
  12. @Andrew Kulin You also touch on something else that really bad in the current C2 process, which is that local units, certainly HQ units, cannot advise adjacent indirect fire units of targets they can see but the ordinance cannot! This even includes a mortar's own HQ unit! Even that HQ has to go all the way up through the C2 chain to order get an indirect fire mission (along with the attendant delay) from their own subordinates!
  13. Units that are completely out of ammo and become adjacent to enemy units should surrender.
  14. Oh mercy. Can we give, like two thumbs up and fireworks!
  15. To add to Artkin's reply, I think the RU, wheeled MG's are also permanently, automatically deployed as soon as the infantry stops moving which is unfortunate, but this also raises the issue of the game allowing infantry to dump SW's
  16. Well, I've had some, albeit limited success. This should be stating the obvious, but just in case - the mortar has to be undeployed for them to operate as more regular infantry. On a similar sidenote, I've also found that MG teams will not buddy aid unless the MG is, also undeployed.
  17. Actually thought I'd seen it do this, but that may be more as a result of the explosion close by. It does reflect friendly casualties if affected by the hit, but perhaps not because of the actual shot(?)
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