Panzer Ace Posted December 5, 2004 Share Posted December 5, 2004 Just wondering if the folks at BFC could put a code in so you could pick drop spots for your airborne units but then have a randomizer so that they MIGHT NOT end up where they are supposed to be kinda like what happened in normandy, that would really put the fritz on your plans if all of a sudden you had 2 companies behind you when you think you are closing in for the kill 0 Quote Link to comment Share on other sites More sharing options...
flamingknives Posted December 5, 2004 Share Posted December 5, 2004 Paras don't drop into a tactical battle. If they do, they die. Horribly and in short order. 0 Quote Link to comment Share on other sites More sharing options...
securityguard Posted December 5, 2004 Share Posted December 5, 2004 What about at night? There was some official scenario in CMBO with a night drop. Granted the whole thing was on the spot combat, but you'd get reinforcemence that were suppose to be guys that were still falling. You were mostly up against infantry and some half-tracks, forget the name of scenario. 0 Quote Link to comment Share on other sites More sharing options...
junk2drive Posted December 5, 2004 Share Posted December 5, 2004 Yes you can simulate drops with reinforcements but the poster's request is for a location randomizer. The closest thing you will get is multiple reinforcements with random chance of showing up. See the thread about random scenarios. 0 Quote Link to comment Share on other sites More sharing options...
Panzer Ace Posted December 6, 2004 Author Share Posted December 6, 2004 Yeah, I guess scheduled reinforcements is the only way to do it, kinda takes out an extra element of suprise. I was just wonderin :confused: 0 Quote Link to comment Share on other sites More sharing options...
flammenwerfer Posted December 6, 2004 Share Posted December 6, 2004 Originally posted by flamingknives: Paras don't drop into a tactical battle. If they do, they die. Horribly and in short order. Are you sure about that.? What about Eben Emael. 0 Quote Link to comment Share on other sites More sharing options...
Brent Pollock Posted December 6, 2004 Share Posted December 6, 2004 Also doesn't mimic platoons getting spread pell mell; that can only be done in the editor with locking or the three zones. Originally posted by Panzer Ace: Yeah, I guess scheduled reinforcements is the only way to do it, kinda takes out an extra element of suprise. I was just wonderin :confused: 0 Quote Link to comment Share on other sites More sharing options...
Dandelion Posted December 6, 2004 Share Posted December 6, 2004 Originally posted by Flammenwerfer: </font><blockquote>quote:</font><hr />Originally posted by flamingknives: Paras don't drop into a tactical battle. If they do, they die. Horribly and in short order. Are you sure about that.? What about Eben Emael. </font> 0 Quote Link to comment Share on other sites More sharing options...
flammenwerfer Posted December 6, 2004 Share Posted December 6, 2004 Originally posted by Dandelion: </font><blockquote>quote:</font><hr />Originally posted by Flammenwerfer: </font><blockquote>quote:</font><hr />Originally posted by flamingknives: Paras don't drop into a tactical battle. If they do, they die. Horribly and in short order. Are you sure about that.? What about Eben Emael. </font> 0 Quote Link to comment Share on other sites More sharing options...
Kingfish Posted December 6, 2004 Share Posted December 6, 2004 Originally posted by Dandelion: </font><blockquote>quote:</font><hr />Originally posted by Flammenwerfer: </font><blockquote>quote:</font><hr />Originally posted by flamingknives: Paras don't drop into a tactical battle. If they do, they die. Horribly and in short order. Are you sure about that.? What about Eben Emael. </font> 0 Quote Link to comment Share on other sites More sharing options...
junk2drive Posted December 6, 2004 Share Posted December 6, 2004 The original post is a "I wish CM had" or "In CMx2" sort of post. We can continue however discussing ways to simulate para drops in CM. Starting the battle with the company CO and 1 platoon on the ground, and 2 platoon COs and 6 squads arriving as 8 reinforcements over 2-3 turns in an open field works good for me. Add the random chance of arrival and .... 0 Quote Link to comment Share on other sites More sharing options...
simovitch Posted December 6, 2004 Share Posted December 6, 2004 With 20 reinforcement slots you could perhaps spread out what could amount to at least a company of paratroopers to "drop" at random times at what might appear in the game to be random locations. Maybe pre-set them to at least "panicked" to represent their state of unreadiness. just a thought 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted December 6, 2004 Share Posted December 6, 2004 Hmmm, I'm not so sure about random times. Seems like most of the paradrops I've seen that could be compassed by the length of a CM game, everybody would be on the ground within a minute or two of each other. Don't know about gliders; they might take a little longer for all to get down, but they shouldn't be as scattered perhaps. Michael 0 Quote Link to comment Share on other sites More sharing options...
Sergei Posted December 6, 2004 Share Posted December 6, 2004 Paratrooper squads don't have big parachutes worn by 10 men so that they'd land a squad at a time, the men have their own parachutes and so they can scatter very far apart. 0 Quote Link to comment Share on other sites More sharing options...
junk2drive Posted December 6, 2004 Share Posted December 6, 2004 My point of % chance of arrival is to simulate planes and troops off course, or crashing, shot down. 0 Quote Link to comment Share on other sites More sharing options...
flamingknives Posted December 6, 2004 Share Posted December 6, 2004 Originally posted by Flammenwerfer: </font><blockquote>quote:</font><hr />Originally posted by flamingknives: Paras don't drop into a tactical battle. If they do, they die. Horribly and in short order. Are you sure about that.? What about Eben Emael. </font> 0 Quote Link to comment Share on other sites More sharing options...
Conscript Bagger Posted December 6, 2004 Share Posted December 6, 2004 Originally posted by Flammenwerfer: </font><blockquote>quote:</font><hr />Originally posted by Dandelion: </font><blockquote>quote:</font><hr />Originally posted by Flammenwerfer: </font><blockquote>quote:</font><hr />Originally posted by flamingknives: Paras don't drop into a tactical battle. If they do, they die. Horribly and in short order. Are you sure about that.? What about Eben Emael. </font> 0 Quote Link to comment Share on other sites More sharing options...
Dandelion Posted December 6, 2004 Share Posted December 6, 2004 Landing paratroopers, of all nations I should think, would by default walk the stick. The guy jumping last would head in the direction of the flight and the stick/squad would recollect by the guy who dropped first. The whole movement would be repeated in higher units until collected in companies and battallions. This movement, the forward surge, was apparently characteristic and German anti-paradrop tactics were based on the pattern. If you engaged the "front" of a drop, the paras would have time to collect themselves and grow increasingly stronger. Which was bad. If you were not a paratrooper. Of course, in a totally bungled jump not all men would be caught in the surge. But all in all, wouldn't even arriving parachuteborne paras come in bunches, and mainly from one general direction? Unless actually landing on top of the defenders, in which case I agree entirely with the abover speaker, in that they generally tended to die to a man. Cheerio Dandelion 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted December 7, 2004 Share Posted December 7, 2004 Originally posted by Dandelion: But all in all, wouldn't even arriving parachuteborne paras come in bunches...?That was my point. Even in the case of a battalion jump (which would be a large one by CM standards) I would not expect the time between the first guy hitting the ground and the last guy to exceed two minutes, i.e., two game turns. This would be the norm. If you want to depict a situation that has become totally fubar, then of course the sky's the limit. Michael 0 Quote Link to comment Share on other sites More sharing options...
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