And for all the videos, check out the playlist HERE!
I'll also name units after people who comment on my LP videos, so post a comment on the video and I'll rename a unit after you and we can fight the Germans together.
Posted: Thu Oct 23, 2014 11:49 am Post subject: Re: Let's Play Close Combat: Gateway to Caen Small Map Mod
Well, I'm only 9 videos in to my Let's Play (10th will be up later tonight) but it's obvious that I've completely broken the enemy on the strategic map
However, some things I've noticed on the tactical map -
1. The AI attacks!
2. Battles are intense
3. Battles last barely 15 minutes with morale off (this is great!) and even shorter with it on
4. Offsite artillery is OP, but fun to use
5. Infantry don't get many kills - tanks get most of the kills
Although I need to rework the strategic map and correct some VL placement mistakes, I'm really enjoying my own mod. It reminds me a lot of CC2 or CC3. If I was to redo my mod and if there were some way to implement these, I'd do the following -
1. Never use force morale
Battles are short without it, and the AI likes to give up incredibly quickly with it on. Battles without morale last longer and you get the satisfaction of completely destroying the enemy [insert evil laugh here ]
2. Allow beaten battlegroups to withdraw even if all VL's are lost
I'm thinking along the lines of CC2 or CC3 here. Battlegroups should be able to retreat, even if the VL's are lost, because it's too easy to wipe the battlegroup out by capturing all the VL's. This creates gaps in the lines that the Germans can't plug. I'd rather all battlegroups be able to retreat than be destroyed completely. Maybe German BG's always retreat South. If they're surrounded, then they can't retreat and are then destroyed.
3. Give the Germans more tank units
Yes, this might be a-historical, however, the issue with the strategic map is that there simply isn't enough German tank units. The British can easily punch a massive gap in the German lines and march all the way to Berlin if they wanted to. Give almost every German unit a small number of tanks at least. It's either that, or play as the Germans only vs AI.
4. Use the CC5-like system for units selection
This is purely because I like to rename units for the use of Let's Plays. But if I had the choice, I'd use the CC5 system to select individual units BUT have the platoon structure system that they have in GWTC. So tanks can only be taken in the 3rd platoon for example to stop someone using 20 tanks. Requisition points aren't needed for this system.
5. Use a CC3-like system for refitting a hurt unit
Tanks that are knocked out should be replaced/repaired, and infantry units should be able to be reinforced. I'd like to see this again. That way, my renamed units will stay throughout the campaign!
6. More offsite mortars
Yes, artillery is OP. However, it's really fun to smash the enemy so I'd like more mortar support. I'm thinking along the lines that, every battlegroup should have this as standard and should be able to use it in every battle. This will be quite easy to implement so I will when I create my Small Map Mod v.2.
I doubt there's a way to implement some of these, but ideally that's what I'd aim for. If anyone has any other suggestions, let me know.
Posted: Thu Oct 23, 2014 4:06 pm Post subject: Re: Let's Play Close Combat: Gateway to Caen Small Map Mod
For your 5th point about CC3 like system for refitting a hurt unit, I think you'll be able to do that in TBF. Shame that we haven't had any news for a long time.
Winner of the Close Combat fanatics 'Panthers League'
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In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
in to create this Close Combat site. I would to thank all the people who have visited
and found this site to thier liking. I hope you had time to check out some
of the great Close Combat mods and our forums. I'd also like to thank
all the members of our volunteer staff that have helped over
the years, and all our users that contributed to this site!