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Topic: CC WAR Ardennes Offensive Vetbob1.13 1.03B |
IronStringbean
Replies: 155
Views: 119296
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Forum: Close Combat Wacht am Rhein Posted: Tue Nov 11, 2008 5:02 pm Subject: CC WAR Ardennes Offensive Vetbob1.13 1.03B |
Any way that this can get uploaded on this site? I don't feel like registering on Firefox's site... : |
Topic: i am loosing tanks ?!!!??!!! |
IronStringbean
Replies: 4
Views: 5230
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Forum: Close Combat Wacht am Rhein Posted: Tue Nov 04, 2008 8:00 pm Subject: i am loosing tanks ?!!!??!!! |
schrecken wrote:
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Tanks that have been damaged and infantry units that have taken losses are able to make some repairs in the field and find replacements, respectively. All damaged tanks are assigned for field repair after each battle. 40% of damaged tanks can be made functional, but the rest are either too damaged for repair and/or scrapped for parts to repair the 40% that survive.
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Does that count for tanks that start a battle immobile because you're out of gas? That'd be a shame to lose %60 of your tanks when all u need to fix them is a gas can... |
Topic: Wacht Am Rhein - Bug Reports |
IronStringbean
Replies: 177
Views: 136006
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Forum: Close Combat Wacht am Rhein Posted: Thu Oct 30, 2008 1:18 am Subject: Wacht Am Rhein - Bug Reports |
Day 1, turn 2. I've played about 4-5 battles into turn 2, and only 1 artillary strike; no mortor. I've since started an Axis campaign as it's much more challenging. |
Topic: Wacht Am Rhein - Bug Reports |
IronStringbean
Replies: 177
Views: 136006
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Forum: Close Combat Wacht am Rhein Posted: Wed Oct 29, 2008 4:38 pm Subject: Wacht Am Rhein - Bug Reports |
One thing I noticed is that the Axis AI didn't use any of its artillary or mortor assets. I was expecting to get hammered, but no off map fire was used in any battle I played the first turn of the grand campaign. I quickly started a campaign as the Axis just to be sure that they actually had mortor and artillary to assign, and they have 7 of each.
I'm half way through the second turn and I only got hit with an arty strike during one battle (which was pretty impressive). Considering the amount of big guns actually brought up for this operation, its just a little jarring to notice such a glaring lack of use... |
Topic: WaR is out!!! |
IronStringbean
Replies: 31
Views: 22915
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Forum: Close Combat Wacht am Rhein Posted: Wed Oct 29, 2008 6:32 am Subject: WaR is out!!! |
Played through the first day as Elite Allies Vs. Recruit Axis AI. Pretty impressed so far. I haven't actually lost any maps yet, but I did get smacked around a bit in most of the battles.
One glaring thing I noticed is that the Axis AI didn't use any of its artillary or mortor assets. I was expecting to get hammered, but no off map fire was used in any battle I played the first round. I quickly started a campaign as the Axis just to be sure that they actually had mortor and artillary to assign, and they have 7 of each.
Otherwise, I'm really impressed |
Topic: WaR is out!!! |
IronStringbean
Replies: 31
Views: 22915
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Forum: Close Combat Wacht am Rhein Posted: Tue Oct 28, 2008 8:15 pm Subject: WaR is out!!! |
Downloading...
*crosses fingers*
Please be awesome, please be awesome, please be.... |
Topic: H2H? |
IronStringbean
Replies: 1
Views: 3394
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Forum: Close Combat Wacht am Rhein Posted: Sat Oct 25, 2008 5:37 pm Subject: H2H? |
"Enhanced head-to-head combat modes including: 24/7 campaigns."
Any further details on how this is going to work? I'd love an easy way to play a campaign but with human opponents, but I can't figure out how they would pull something like that off with the stragic map and battlegroup movement. Or would it just be similiar to the "massive" multiplayer setup in CoI?
Thanks! |
Topic: Close Combat Wacht am Rhein Preview at Wargamer |
IronStringbean
Replies: 147
Views: 87002
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Forum: Close Combat Wacht am Rhein Posted: Tue Sep 23, 2008 4:48 am Subject: Close Combat Wacht am Rhein Preview at Wargamer |
Flamethrower wrote:
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squadleader_id wrote:
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I hope at least the 'girlie soldiers' will crawl or retreat back to cover by themselves. Aborting movement and stopping in the open like in CoI and CCMT is worse than the 'crawl of death'.
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I have to disagree, the feature that causes aborted movement, in general is caused by sending units to do something they shouldn't/wouldn't, and IMHO is an improvement - it makes gameplay more demanding and more realistic - command radius is more important than before
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I don't know about that. On the defense, I like to ambush the enemy and then fall back before the squad is over-run. Many many times in CoI, I'll order my squad out the back of a house only to have them drop to the ground and scramble back to the walls to get blasted to pieces--when safety is merely feet away as they can't get shot through the house. And it's just not because they don't want to stand up to get shot; sneak commands get canceled just as easily as move fast commands. That's my biggest gripe. I can shrug it off if they dont' want to stand up, but when they're "girlie squads" even when im ordering them to sneak out the back of house... it gets frustrating. |
Topic: Close Combat Wacht am Rhein Preview at Wargamer |
IronStringbean
Replies: 147
Views: 87002
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Forum: Close Combat Wacht am Rhein Posted: Fri Sep 19, 2008 5:28 pm Subject: Close Combat Wacht am Rhein Preview at Wargamer |
squadleader_id wrote:
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Troger wrote:
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Glad to see some work being put in on this re-release.
Hope this one doesn't include the infantry (which refuses to act as infantry) with the now-popular 'enemy spotted'.
Maybe one of you should make sure that when you try to use an infantry unit it does what it's supposed to, just a thought.
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You mean the new 'Girlie Soldiers' AI enhancement introduced to the CC engine since CoI?
I'm sure this will be included
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I'm assuming this "enhancement" was added to take care of the dreaded AI "crawl of death" tactic. I wonder if they could code it so it only applies to the AI. Either that, or only to the standard move command; so if I want to get my squad the hell out of a house thats under fire, I can use the move fast command, or sneak command if I want them to crawl away under cover. |
Topic: VetBoB is really great but.. |
IronStringbean
Replies: 14
Views: 16341
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Forum: Close Combat 4: Battle Of The Bulge Posted: Wed Aug 27, 2008 10:30 pm Subject: crazy AT teams! |
I could live with the Russian human wave of stormtroopers from hell, even all my tank and infantry guns exploding w/ in the first 30 seconds of every battle no matter where I put them, but the effectiveness of the german infantry's anti-tank drove me nuts. I finally had enough when I had 3 shermans laying down fire on 2 squads of stormtroopers at 197 yards, only to watch them get picked off one by one in a matter of seconds.
So I opened up TT's weapons file with qclone, and saw that the statistics for panzershreks and fausts 100 were ubercrazy! Their accuracy was maxed (on a bell curve), their armor penetration better than an 8.8, and their fire was indirect. I don't like feeling like my tanks are more of a liability than anything, so I modified their values to be slightly better than a bazooka and faust 60 respectively.
So far I'm really pleased with the results. My armor is still getting busted if I'm too careless, and the battles are still a challenge. Now, laying down suppressive fire, popping smoke, and backing out of range or LOS is actually a viable counter to an infantry AT attack. |
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