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RMM

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Everything posted by RMM

  1. The Alt+P is a really good tip. Thanks. I have checked the saved files, and it wasn't because of multi-unit selection, but as others suggested herein, perhaps the demo has a bug, because there were actually a couple of different units, that simply, turn after turn, either refused to stay in a building I told them to go to, or didn't go into at all but camped out close by instead. Just bizarre. Now all that said though, this is a behaviour that developed later in the game, and they were not under any combat duress at that point; all the fighting had progressed to the east of the town. In the beginning, things were working as expected, and that's why I wonder if it may be something to do with saving files and coming back to them at later times. I will say that it is a really good and challenging scenario, perhaps too much for a novice even. Fortunately, there are some really good, YouTube how-to videos these days, and they gave me some really good instruction-prep and tips ahead of time.
  2. I'll check on the multiple selection; although I'm pretty sure I didn't have multiple units selected and doesn't explain the strange behaviour of some units to either not stay put or not entering the building. Since they were often not under Command (no link at all), is that a possibility, a feature of the game if not in command? On the other hand, there were other units that did stay put. Is this, possibly a morale issue ? The INF gun was set for a normal covered arc, so who knows. Good to know this isn't normal. I had the same behaviour on my Win10 laptop and Win7 desktop. Is it possible that in saving and reopening files or transferring between machines?...but on the other hand, I was getting this on my laptop when opening the file to continue the fight. Hmm
  3. Just finished up a CMBN demo battle (SS v's Polish and Brits in a town) and while initially I was excited by it all, as things progressed I started to wonder: I started to find that I needed to check *every* single unit's orders at the end of the command phase, because no matter what they had been previously issued, sometimes there would be extra move commands added onto what I had issued, or in one case, I could not get one unit to stay in a building or another to get in a specific building in the first place! They would always run off to some other spot close by but not the building! This went on for some 5 turns. Then, once I finally got them into the building, the next turn, they ran back out of it! There was no combat going on this whole time anywhere near them. I just wanted them to stand guard there in case. They kept wandering off, usually into open space where they could have been, conveniently mowed down! Is this a feature? The units in question were all in good order, and the only thing I could note was that they were spread out around the town and not usually in HQ contact. Towards the end, frankly, I started to just get tired of it and let them wander off, since there wasn't much enemy activity left, but that's hardly realistic and ruinous to any sort of organised defense against last-minute appearing enemy units! There was one, infantry gun ordinance that the SS had. I had them setup with a covered arc, but when British infantry appeared along the edge of the orchard, within the arc, the crew never fired and were subsequently dispatched by said infantry! Any insight why they wouldn't have fired on the Brit infantry? I take it there's no version of AFV overrun? I had one AFV stop right ontop (literally) of enemy infantry but nothing happened! Can MG ammo bearer's possess and fire the MG they are attached to if the original crew are lost? Thanks for any info and insight
  4. Just finished up a CMBN demo battle (SS v's Polish and Brits in a town) and while initially I was excited by it all, as things progressed I started to wonder: I started to find that I needed to check *every* single unit's orders at the end of the command phase, because no matter what they had been previously issued, sometimes there would be extra move commands added onto what I had issued, or in one case, I could not get one unit to stay in a building or another to get in a specific building in the first place! They would always run off to some other spot close by but not the building! This went on for some 5 turns. Then, once I finally got them into the building, the next turn, they ran back out of it! There was no combat going on this whole time anywhere near them. I just wanted them to stand guard there in case. They kept wandering off, usually into open space where they could have been, conveniently mowed down! Is this a feature? The units in question were all in good order, and the only thing I could note was that they were spread out around the town and not usually in HQ contact. Towards the end, frankly, I started to just get tired of it and let them wander off, since there wasn't much enemy activity left, but that's hardly realistic and ruinous to any sort of organised defense against last-minute appearing enemy units! There was one, infantry gun ordinance that the SS had. I had them setup with a covered arc, but when British infantry appeared along the edge of the orchard, within the arc, the crew never fired and were subsequently dispatched by said infantry! Any insight why they wouldn't have fired on the Brit infantry? I take it there's no version of AFV overrun? I had one AFV stop right ontop (literally) of enemy infantry but nothing happened! Can MG ammo bearer's possess and fire the MG they are attached to if the original crew are lost? Thanks for any info and insight
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