junk2drive
Member
Why do you think that?There aren't going to be many maps to fuss over anyway, so what's the big deal?
-dale
Why do you think that?There aren't going to be many maps to fuss over anyway, so what's the big deal?
-dale
I'm curious as well.Why do you think that?
Thanks for the heads up.Bil H said:By the way, I posted the Opening Moves (two part post) portion of the AAR just a few minutes ago.
MD has it pretty much right - I think that, if it is released, it's going to be a quiet game with a small footprint and reach. Why do I think these things?Why do you think that?
They did - a QB unit purchase system.I'm hoping that they added something to this version that is lacking in SF. It will still be different than CMx1, but maybe we can learn to like it.
Set up might be better, but it's doubtful that their combat model could be much improved. Single guy-pictures are going to behave just as frustratingly in a meadow in Normandy as they do around corners in FantaSyria.Then we have Elvis telling us that if we don't like SF, we won't like BN. hmmmm
I'm especially curious to see how they tackle the bocage; things like breaching hedges, filtering squads through breaches, focusing machine guns in the defence on these avenues of attack, etc. I can see why it would take so long to program these things, if that is what the delays have been. If done right, it may be the first game to truly capture the flavour of this type of fighting with any accuracy. CM:BO fell fall short of the mark in modelling bocage, as good as it was at so many other things.Set up might be better, but it's doubtful that their combat model could be much improved. Single guy-pictures are going to behave just as frustratingly in a meadow in Normandy as they do around corners in FantaSyria.
-dale
Well they may have added a QB system, but the game mechanics remain as in CMSF I imagine, and so if you dont like the way CMSF actually plays, then I doubt you will like CMN.Then we have Elvis telling us that if we don't like SF, we won't like BN. hmmmm
I'm especially curious to see how they tackle the bocage; things like breaching hedges, filtering squads through breaches, focusing machine guns in the defence on these avenues of attack, etc. I can see why it would take so long to program these things, if that is what the delays have been. If done right, it may be the first game to truly capture the flavour of this type of fighting with any accuracy. CM:BO fell fall short of the mark in modelling bocage, as good as it was at so many other things.
On the contrary, 1:1 representation = super specifics.I dont think you should get your hopes up for super specifics. Bocage = infantry and the infantry model wont be changing soon.
But definitely not 'tank country' by anyones definition.Bocage = infantry is a silly statement. A large difference-maker, acknowledged in the official histories, was Culin's hedgerow device and the ability to get armor thruogh the hedges in support. Given that tactical games of this nature - and especially Combat Mission, and especially CMX2 - have always been "tank-heavy", I would expect this aspect to be part of the appeal of bocage scenarios. Even in those scenarios without Rhino equipment, I will be watching to see how underbelly hits, resistance to movement, etc. is modelled.
Napalm is mainly an anti-infantry weapon. That just supports Geordies argument.It's also worth noting that the first use of Napalm by tactical aircraft was at Coutances just a few days before Operation COBRA began. This was another tactical solution to the bocage; it wasn't just a problem for which "more infantry" was the solution.
Super Specifics.....On the contrary, 1:1 representation = super specifics.
Bocage = infantry is a silly statement. A large difference-maker, acknowledged in the official histories, was Culin's hedgerow device and the ability to get armor thruogh the hedges in support. Given that tactical games of this nature - and especially Combat Mission, and especially CMX2 - have always been "tank-heavy", I would expect this aspect to be part of the appeal of bocage scenarios. Even in those scenarios without Rhino equipment, I will be watching to see how underbelly hits, resistance to movement, etc. is modelled.
It's also worth noting that the first use of Napalm by tactical aircraft was at Coutances just a few days before Operation COBRA began. This was another tactical solution to the bocage; it wasn't just a problem for which "more infantry" was the solution.
If you had left out the word "mainly" you might have been right.Napalm is mainly an anti-infantry weapon. That just supports Geordies argument.
And the "tank country" south of Caen, where British Shermans could be picked off at 1,000 metres+ by emplaced German anti-tank guns was somehow better?But definitely not 'tank country' by anyones definition.
Don't start that crap here. I was on the beta team and took part in the conversations when the game was being designed. Where were you? The modules aren't what change the game engine, incidentally - it is the free patch updates that accompany them. Any wager on how far my copy of CM:SF has been upgraded?Super Specifics.....
I forget that you havent played much CMSF and dont own any of the modules.
You seem awfully certain about the representation of tanks in a game you haven't played yet.While I admit that the infantry model has improved a lot over the last 4 years, its nothing like super specific.
I also have to admit that I get confused about your apparent confusion of the game (CMBN) with reality (Operation OVERLORD). The two are very different beasts.
So just like street fighting = infantry in CMSF, then I imagine Bocage = infantry in CBN. I wil gladly give you a game in the Bocage, you take your US Armour and I will have my German infantry. No guesses who would win.
A few tanks maybe, but armour heavy, definitely not.
No need for the language Mate. Someone seems to have got out of bed all wrong today.Don't start that crap here. I was on the beta team and took part in the conversations when the game was being designed. Where were you? The modules aren't what change the game engine, incidentally - it is the free patch updates that accompany them. Any wager on how far my copy of CM:SF has been upgraded?
And you know that as well as everyone else, so stop talking crap.
You seem awfully certain about the representation of tanks in a game you haven't played yet.
We've seen two AARs so far. How important has bocage been in either?
And how important have tanks been?
I'd love to see some all-infantry CM:SF AARs. No APCs, trucks, or tanks.
I have 4 years of experience with CMSF as well. The number of hours you've spent on it seems a bit irrelevant with regards to understanding the basic limitations of the system. I don't need to play Meeting at High Altitude 27 times to understand how the ammunition resupply works. Only to get better at the game. And frankly, I couldn't care less about being better, or worse, than someone else at a video game.Im basing my pre-conceptions on 4 years of experience with CMSF and how things work in that game system.
Not the point at all.Of course armour is important, I never said it wasnt. But infantry is the Queen of the Bocage or Street fight, of course you must know this as you seem to be quite well read in the WW2 Normandy area. Me, Ive never read anything that says Bocage was fine Tank country, I could be wrong though.
Exactly the point. Scenario designers will always throw tanks into scenarios because that is what people want to play with. Particularly if the infantry game is weak. I think you alluded to as much above.However, its a game system after all and I imagine loads of guys will take Tigers into the Bocage.
Scenario AFVs
BtB1 4
BtB2 7
BtB3 2
BtB4 8
BtB5 3
BtB6 2
BtB7 11
BtB8 14
BtB9 0
BtB10 0
BtB11 9
BtB12 12
BtB13 3
BtB14 5
BtB15 28
BtB16 15
BFP14 0
BFP15 11
BFP16 10
BFP17 9
BFP18 15
BFP19 17
BFP20 0
BFP21 35
BFP22 8
BFP23 1
BFP24 35
BFP25 28
Scenario US Ger
DASL11 1 3
DASL12 2 3
DASL13 4 0
DASL14 3 0
DASL15 8 1
DASL16 0 0
DASL17 7 5
DASL18 8 0