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Welcome Aboard and hope you enjoy your stay! Last Post. Posted January 31, Hi all, I'm new to Combat Mission well, played an old demo years ago and want to get one of the games. Thanks in advance! Link to comment Share on other sites More sharing options Wicky Posted February 1, Posted February 1, Michael Emrys Posted February 1, If its WW2, you are so spoilt for choice! FB is the newest, with lots of bells and whistles, which will gradually percolate back through the other titles.
But obviously has no modules as yet. John Kettler Posted February 2, Posted February 2, edited. Michael Emrys Posted February 2, Posted February 2, Pilaf Posted February 10, Posted February 10, Badger73 Posted February 10, Also, I would have liked to have the old spacebar info screen back with a more detailed presentation of the unit characteristics. These icons are a nice shortcut, but they are no substitute for plain English. Finally, on the far right is the unit orders menu.
Unlike the previous versions of CM where you would right click for a list of possible orders, this time all the orders are presented on a tabbed menu broken down into four sections: Movement, Combat, Special and Administrative. Most of the commands found here will be familiar to veteran CM players and largely intuitive to newbs albeit, a few checks of the manual will be required for both groups and, as in the past, not all the commands are possible at the same time due to the status of the unit.
In CMSF, each unit has a little blue or red for the enemy icon floating above it. Simply click on it and you can begin to issue orders. This process is largely the same point-and-click operation of setting waypoints as in the original with two exceptions: unlike the original, your command lines do not always follow the lay of the land but sometimes plow right through it. I found this to be annoying as command lines would disappear into a hill and reemerge on the opposite side, making it all the more difficult to envisage the actual movement path.
Secondly, unlike the original, I could not find a way to adjust the position of each waypoint; instead I needed to delete it and replace it with a new one. Needless to say, being forced to delete a string of orders to correct one waypoint can be very annoying. Another major difference concerns the ordering of fire support. Battlefront has gone to great lengths to make it more realistic. To issue a fire support order, you need to first select the spotting unit and then click on the fire support unit you want to use arty or air.
A series of options are then presented. For example, for a mortar, you can select target type point, area or line , choose how many tubes to use, mission type which primarily affects the rate of fire, from light to heavy , duration how many rounds , type anti-personnel, armor or both , and delay how quickly you want the rounds to arrive.
Air strikes are similarly configured except with slightly different considerations for example, an A can hit armor targets with its Gatling gun while an F will be better equipped to nail a building with a LGB.
Unlike in the past, indirect fire is no longer guaranteed as the game calculates a number of factors to determine when or if the actual fire support will arrive. All in all, this new, more realistic fire support scheme is welcomed because of the greater control given to the player, but the multiple steps can be a bit tedious, especially when playing in RTS mode.
The combat in CMSF feels right as in the original. Units move about, sighting, identifying and engaging targets with seemingly commendable realism. It can be quite an impressive sight as tracers begin to fill the sky some with striking ricochets , tanks fire their main guns, ATGMs fly we finally get to play with missiles!
Like its predecessor, the combat returns realistic results due to the myriad factors that CMx2 incorporates into its calculations penetration values, the individual skill levels of soldiers and crew, C3I considerations, etcetera.
One improvement to combat concerns how casualties are handled. In the original series, a wounded soldier stays wounded for the duration of the game.
In CMSF, a wounded soldier has an opportunity to be gradually healed with the aid of a medic. This adds a nice twist to the game as enemy units thought to have been rendered combat ineffective can suddenly come alive a few rounds later once their casualties are healed.
All is not perfect with the combat, though, as some old issues are still with us. For example, pathfinding is a big problem with vehicles often running into each other and taking some time to untangle themselves making perfect targets for the enemy.
Or sometimes they do the inexplicable. In one game, I ordered a bunch of Strykers to move in a straight line along a dirt berm. For some bizarre reason, most of them began to cluster together as they advanced, with one jumping the berm and ultimately making a wide, grandiose U-turn is plain view of the enemy! Jan 1, RandyT Ask the Mods Ask questions or provide feedback about the forums.
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