Last stand Arnhem
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Close Combat Series -> Close Combat Last Stand Arnhem

#121: Re: Last stand Arnhem Author: schreckenLocation: Sydney, Australia PostPosted: Fri Jul 09, 2010 11:27 am
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use a download manager

#122: Re: Last stand Arnhem Author: pvt_GruntLocation: Melbourne, Australia PostPosted: Fri Jul 09, 2010 12:27 pm
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schrecken wrote (View Post):
use a download manager

It came through no problem  Laughing

First impressions - the strat map looks very old fashioned, but is easy to use. The keyhole effect of the post CC5 style interface suits this type of map. The maps are great as expected, I played the first map with the 2 stacked battle groups, I found it very simple to understand using the tabs to select the units.

I havent played many battles but by looking at the quality of the German teams on the map this will be a cake walk!...  Twisted Evil

#123: Re: Last stand Arnhem Author: Priapus PostPosted: Fri Jul 09, 2010 1:57 pm
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dj wrote (View Post):
I thought CC2 would have the best chance for AI performance with the strongest in the series.  Are the maps the same scale or are they big like CC5 style?


Maps are large, like TLD style. I have no intention of playing the AI anyway, so it isn't an issue for me. One niggling problem I've spotted so far is AT guns firing at infantry, giving their position away. GC anyone?

#124: Re: Last stand Arnhem Author: Priapus PostPosted: Fri Jul 09, 2010 2:22 pm
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Also, I don't like the fixed AA guns. Some of their positioning is extremely poor. On Sons an 88mm located inside an emplacement surrounded by sandbags is positioned too far back to have an LOS in the direction of the incoming allied troopers. Why lock the guns positions? It takes away the freedom to determine the deployment of your own forces.

#125: Re: Last stand Arnhem Author: vonB PostPosted: Fri Jul 09, 2010 2:40 pm
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Quote:
an 88mm located inside an emplacement


Could be there for AA purposes?  As was the primary role of the FLAK18/36...

#126: Re: Last stand Arnhem Author: MafiLocation: Germany PostPosted: Fri Jul 09, 2010 3:02 pm
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Priapus wrote (View Post):
Why lock the guns positions? It takes away the freedom to determine the deployment of your own forces.


like it was there in Sept. 1944... The Luftwaffe in that (and other areas) had no vehicles to tow their 88 around. There exists an photo of the 88 near the school of Son, blown up inside their sandbag emplacement (the school is north of the map's area).

Cheers
Mafi

#127: Re: Last stand Arnhem Author: Priapus PostPosted: Fri Jul 09, 2010 3:17 pm
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Mafi wrote (View Post):
Priapus wrote (View Post):
Why lock the guns positions? It takes away the freedom to determine the deployment of your own forces.


like it was there in Sept. 1944... The Luftwaffe in that (and other areas) had no vehicles to tow their 88 around. There exists an photo of the 88 near the school of Son, blown up inside their sandbag emplacement (the school is north of the map's area).

Cheers
Mafi


I wasn't aware that the luftwaffe was in such bad shape. Jeepers, not even able to redeploy their equipment!

#128: Re: Last stand Arnhem Author: 7A_WoulfLocation: Sweden PostPosted: Fri Jul 09, 2010 3:58 pm
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FJ Regiment von Hoffmann (near the XXX Corps kick-off point) had eight fabric new 76mm AT-guns, but no mean to transport them, so they had to place them along the highway; -They lost EVERY ONE during the initial bombardment on September 17!! At Arnhem 9th SS Panzer Div were offered an entire artillery Regiment at September 20; -But they had to move the guns themselves, since the artillery Regiment had no vehicles!  Shocked

Same old story, over and over again...

#129: Re: Last stand Arnhem Author: karlmortarLocation: Falköping,Sweden PostPosted: Fri Jul 09, 2010 8:00 pm
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I can't believe my eyes!
It can only be one thing: The staff car and body of General Kussin, Stadtkommendant of Arnhem.

ou are correct about the guns Woulf. However there has been some discussion about Hoffamn's guns if they were 76mm guns or an other type of PaK guns, but I stick with 76mm guns Wink



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#130: Re: Last stand Arnhem Author: schreckenLocation: Sydney, Australia PostPosted: Fri Jul 09, 2010 9:03 pm
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is that a body hanging out the door?

#131: Re: Last stand Arnhem Author: 7A_WoulfLocation: Sweden PostPosted: Fri Jul 09, 2010 11:50 pm
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Here's the 'classic' picture of Kussin:

http://www.defendingarnhem.com/Feldkommandantur642.html

So Karl can be right, that's the driver hanging out of the door, but where is Kussin on the left side?!?  Confused

Anyway, great game! Have nothing to complain about, hours of fun action and a beating heart while I'm storming the bridges!  Very Happy
("Never mind the bullets; -Go, go, go!!!)

#132: Re: Last stand Arnhem Author: diggin.robatLocation: Land of the krauts PostPosted: Fri Jul 09, 2010 11:57 pm
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It should be Kussin on the map, but the situation looked a bit different:





From Axishistory Forum

Interessting map detail.

#133: Re: Last stand Arnhem Author: Nomada_Firefox PostPosted: Sat Jul 10, 2010 2:18 am
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Well this should show us that a general is not too important for to win a great battle. Rolling Eyes

#134: Re: Last stand Arnhem Author: golani_2 PostPosted: Sat Jul 10, 2010 4:14 am
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karlmortar wrote (View Post):
I can't believe my eyes!I


He must be driving a hummer, I had a jeep on the bridge and it was 1\3 the size of his car...

The game is awesome, I just don't like the points system...

#135: Re: Last stand Arnhem Author: schreckenLocation: Sydney, Australia PostPosted: Sat Jul 10, 2010 6:40 am
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Quote:
I just don't like the points system...


really...why not?

#136: Re: Last stand Arnhem Author: golani_2 PostPosted: Sat Jul 10, 2010 6:56 am
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schrecken wrote (View Post):


really...why not?


Don't know, it's less realistic and less fun (for me).

Still haven't figured out when I get more points, how many DO I get, how to refit a unit etc.

Why should "selling" a unit bring me only half it's worth? especially if that unit got "upgraded" under my command (i.e earned morale and experience).

All these things are probably much better for the H2H players- enables to balance the sides, but I'm an AI player, I'd prefer the game to be as historically accurate and realistic as possible.

I wished Matrix would have (or maybe they can still do it with a patch) released it with two possibilities-

1.Point system for those who are looking for more balance.

2. Force pool for those looking for realism.  

Having a force pool of pre-designated units and amounts is the best in my eyes.

#137: Re: Last stand Arnhem Author: schreckenLocation: Sydney, Australia PostPosted: Sat Jul 10, 2010 8:18 am
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it's a game... it's not realistic at all.

#138: Re: Last stand Arnhem Author: golani_2 PostPosted: Sat Jul 10, 2010 8:36 am
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In that case I vote for having giant fire spewing robots.

C'mon, the devs didn't research and worked their arses off to dismiss it with "it's just a game, it's not supposed to be accurate"

#139: Re: Last stand Arnhem Author: schreckenLocation: Sydney, Australia PostPosted: Sat Jul 10, 2010 8:46 am
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points is a mechanic of the game...  no more or less realistic than a forcepool mechanic.

#140: Re: Last stand Arnhem Author: golani_2 PostPosted: Sat Jul 10, 2010 8:51 am
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I don't see it that way.



Close Combat Series -> Close Combat Last Stand Arnhem


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