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Topic: Anything At All New On The Bloody First? |
gravyface
Replies: 215
Views: 159063
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Forum: Close Combat The Bloody First Posted: Sun Feb 18, 2018 3:02 pm Subject: Re: Anything At All New On The Bloody First? |
mick_xe5 wrote (View Post):
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A new alpha screenshot.
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If the unit bar and big ol' Truce button wasn't there, I wouldn't know it's CC.
I kind of wished it was 2D to be honest. |
Topic: What did they do to the PAK 7.5? |
gravyface
Replies: 11
Views: 8310
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Forum: Close Combat Gateway to Caen Posted: Fri Feb 16, 2018 2:05 am Subject: Re: What did they do to the PAK 7.5? |
mick_xe5 wrote (View Post):
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~30m
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Dude, you're like the CC messiah. Awesome, thanks. |
Topic: What did they do to the PAK 7.5? |
gravyface
Replies: 11
Views: 8310
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Forum: Close Combat Gateway to Caen Posted: Thu Feb 15, 2018 5:19 pm Subject: Re: What did they do to the PAK 7.5? |
mick_xe5 wrote (View Post):
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Guns on ambush will fire at close range much like ambushing infantry will. Camouflage is lost after their first round, whether they fired on their own initiative (Ambush/Defend) or were ordered to Fire.
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Ok thanks. What's close range to an AT gun? |
Topic: Anything At All New On The Bloody First? |
gravyface
Replies: 215
Views: 159063
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Forum: Close Combat The Bloody First Posted: Wed Feb 14, 2018 1:17 pm Subject: Re: Anything At All New On The Bloody First? |
Not sure if you read Wargamer, but TBF is supposed to be released in 2018. |
Topic: What did they do to the PAK 7.5? |
gravyface
Replies: 11
Views: 8310
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Forum: Close Combat Gateway to Caen Posted: Wed Feb 14, 2018 1:16 pm Subject: Re: What did they do to the PAK 7.5? |
Well there you go. In ambush mode, will it fire at all? |
Topic: Historical realism mod :) |
gravyface
Replies: 166
Views: 228195
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Forum: Close Combat Gateway to Caen Posted: Mon Feb 12, 2018 2:27 pm Subject: Re: Historical realism mod :) |
Any progress? |
Topic: What did they do to the PAK 7.5? |
gravyface
Replies: 11
Views: 8310
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Forum: Close Combat Gateway to Caen Posted: Sun Feb 11, 2018 10:57 pm Subject: What did they do to the PAK 7.5? |
It's literally a useless waste of time. Just gets lit up by Crocodiles who can spot it for miles. |
Topic: Vet mod? |
gravyface
Replies: 2
Views: 4622
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Forum: Close Combat Gateway to Caen Posted: Sun Feb 11, 2018 2:06 pm Subject: Re: Vet mod? |
salhexe wrote (View Post):
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In my opinion isnt necessary here.
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Played the first map (kind of a stinker to be honest), but yeah, AI seemed a bit more aggressive on the Allied side.
Do you know if the history behind the Vet Mod/AI changes with these later games? Really haven't been in the loop with CC for years. |
Topic: Vet mod? |
gravyface
Replies: 2
Views: 4622
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Forum: Close Combat Gateway to Caen Posted: Fri Feb 09, 2018 6:59 pm Subject: Vet mod? |
Remember the old vet mods for CC4 and 5 fondly. Not tactically sound all the time, but those SS mofos running towards the objectives at the start of the map made me crap my drawers the first time I witnessed it.
Any vet mod for GtC? Just grabbed the GOG versions this week; ready to tear into it this weekend. |
Topic: CC release on GOG |
gravyface
Replies: 27
Views: 18605
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Forum: The Mess Posted: Wed Feb 07, 2018 4:14 pm Subject: Re: CC release on GOG |
GMAK wrote (View Post):
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I'm not sure if I'm on the good forum but I want to point to everybody around here that cc3 and cc4 and other cc have been release on GOG.com and work well.
https://www.gog.com/promo/20180206_launch_promo_close_combat
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Yup, ordered the bundle. Wish that LSA was on there; guess Matrix Games is still milking that premium price tag over there. |
Topic: What was your first wargame? |
gravyface
Replies: 215
Views: 288744
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Forum: The Mess Posted: Wed Feb 07, 2018 1:45 am Subject: Re: What was your first wargame? |
Ancient Art of War, circa 1984. Had it on a Compaq IBM XT clone. |
Topic: Successor to Close Combat? |
gravyface
Replies: 28
Views: 16606
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Forum: The Mess Posted: Thu Oct 16, 2008 1:06 am Subject: Successor to Close Combat? |
I've been playing Strategic Command 2 and the various expansions and have been quite happy. It's simple to learn, hard to master, but on a strategic/global scale, although the combat is fairly uncomplicated like Panzer General. The HPS simulations series are quite well done though. You may also find the Steel Panthers series fun. There's a freeware version now available; it's squad/tactical turn-based. |
Topic: Successor to Close Combat? |
gravyface
Replies: 28
Views: 16606
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Forum: The Mess Posted: Tue Oct 14, 2008 9:01 pm Subject: Successor to Close Combat? |
Same here. I find the 3d games weight you down with camera micro-management -- you can't beat a solid top-down 2D game, or at least if it's 3d, have sensible default camera views/modes. Seeing how many dedicated CC players there are, it blows my mind that somebody hasn't picked up where it left off and ran with it. |
Topic: Successor to Close Combat? |
gravyface
Replies: 28
Views: 16606
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Forum: The Mess Posted: Tue Oct 14, 2008 2:49 am Subject: Successor to Close Combat? |
Is the "next CC from Schreken & Co" CC6? |
Topic: Successor to Close Combat? |
gravyface
Replies: 28
Views: 16606
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Forum: The Mess Posted: Tue Oct 14, 2008 1:30 am Subject: Successor to Close Combat? |
What's the deal? Is there a new tactical squad-based RTS WW2 game out there that's as good as CC? Anything in the works? |
Topic: Love the mod but... |
gravyface
Replies: 11
Views: 10921
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Forum: CC5 Gold, Juno, Sword Posted: Mon Oct 13, 2008 8:01 pm Subject: Love the mod but... |
Ok, I'm sold... Now what about the Panther As? Over a course of 4 turns on one particular map, I lost 9 Achilles with the 76mm QF* against two Panthers in question. Repeated flank shots, several front shots, and one rear/side shot could at best immobilize two already immobile (out of fuel) Panther As. One by one, the two surrounded Panthers would slowly rotate and knock out my Achilles like clockwork.
Of course, only the mighty 6 pounder was able to eventually dispatch the armor, along with a lucky PIAT shot; The 76mm seemed to have no stopping power at all.
* what's up with Rate of Fire anyways? It seems nowhere near avg. shots per minute, regardless of type of gun. This isn't just GJS either -- seems all mods and originals suffer from slow RoF. Is this a game balance/playability decision? |
Topic: Love the mod but... |
gravyface
Replies: 11
Views: 10921
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Forum: CC5 Gold, Juno, Sword Posted: Mon Oct 13, 2008 1:02 pm Subject: Love the mod but... |
Two were frontal, one was the side. I'm not questioning tactics -- we all know the AI is poor -- but the AT capabilities of the six pounder. |
Topic: Love the mod but... |
gravyface
Replies: 11
Views: 10921
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Forum: CC5 Gold, Juno, Sword Posted: Fri Oct 10, 2008 8:23 pm Subject: Love the mod but... |
How would that make a difference? There's obviously something wrong with the armor table. |
Topic: Love the mod but... |
gravyface
Replies: 11
Views: 10921
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Forum: CC5 Gold, Juno, Sword Posted: Thu Oct 09, 2008 2:18 am Subject: Love the mod but... |
6 pounders are unreal... I destroyed 3 Tigers from 100-150 yards with one gun.
I had no idea that Hitler's germany had invented Adamantium 20 years before Wolverine! It's no wonder they coated their Panther As in it! Unstoppable! |
Topic: Those Matildas |
gravyface
Replies: 4
Views: 7885
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Forum: CC5 Afrika 40'41 Posted: Thu Jul 19, 2007 2:43 am Subject: Those Matildas |
all my front line Hussar units do not have Matildas except for my day 2 reinforcements -- one unit has Matildas.
I have to ask: what's with the italian AT guns? That 47/32 canonne is virtually impossible to destroy -- I had 2 teams of 3in mortars and a team of FO observers raining shell after shell and could only kill 2 of 4 crew members. This is a common occurance on any map so the guns are just working my allied recce units over.
I basically hide all my Daimlers and Humbers or send them on suicide runs to grab far-off VPs. |
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