Kilemall

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Everything posted by Kilemall

  1. That's the number that comes to my mind, I wanna hear Rat or Jwilly numbers.
  2. FTFY.
  3. Mocking is always an option. Not effective, but an option. Otherwise, it's a game about getting people to believe in the victory. P.S. probably not productive to get our generals to commit suicide.
  4. This bodes ill for my sex life.
  5. Whoa nelly. I could buy a lot of what you're selling but not this. I would agree that the current nodal spawn castle fight plus AO effectively creates this, but if nothing else the air guys have to fly over that map and arrive at the combat area in one piece, and just cause HCs tend to spread AOs around for supply and FB state purposes doesn't mean the game can't have regional fights or at least armor columns/interdiction going on. Used to happen a lot more, pop is more of a reason for lack of that not game design.
  6. Heh, Rats didn't have much choice. Players created their own Blue Force Tracker, anyone who signed on with that system got very much like the current marks overlaid, only no limits. Rats IMO HAD to buy it and incorporate it with the current limits else some people would have it, many would not, and there would be no localization to it.
  7. Doc ran a series of scenarios called Bloody Battles, where I think he was trying out new concepts for regional battle, maybe for RA, who knows. In any event that experience really stuck with me in opening up the map, I found myself driving tanks for ambushes three towns over cause I knew they would be doing something out there. That's what got me going on the NAO concept.
  8. Ummm. I've seen your rooftop snipin ways on display recently. You may be retired from heavy ops, but you still go fishing.
  9. You're subbed now Tater, right? ZeroAce, I and I want to say Biggles went round on this in Barracks, you can see it if I unearth those right?
  10. Please do not insult our friends the noble beavers and/or Canadians by comparing them to depot snipers.
  11. The Raid was more of a turning point then just Midway. At the time the Raid occurred the IJN was tearing up the RN in the Indian Ocean. Neither side came to final grips with each other, but given IJN results, if they could have found Somerville's Fleet the results would have likely been disastrous. With Indian manpower and supplies cut off, North Africa would have been far less sustainable. Then, BAD THINGS HAPPEN. I'll let Churchill explain- https://en.wikipedia.org/wiki/Easter_Sunday_Raid#Churchill_quote_on_the_Battle_of_Ceylon That's right, Churchill's darkest moment is NOT the Blitz and the Battle of Britain or the Uboat War. The most dangerous moment is the unhinging of the UK supply lines and the loss of the Suez and North Africa, freeing up a LOT of manpower for other anti-UK operations, UK production takes a hit, perhaps the Italian fleet in the Atlantic or getting Spain in on the Axis side for Gibraltar, it just goes on and on. Maybe the Germans get enough manpower and equipment to finish Russia properly at the velocity they needed at that moment in the war. Would the IJN have had the fuel to actually land forces on the Suez? Probably not, and their landing forces weren't equivalent to our opposed amphib capability, but they could neutralize the RN and tear up supply lines, and in general accomplish the grand encirclement without direct invasion. But Doolittle's Raid forces them to abandon following through on their Indian Ocean operations, switch back to protecting the homeland instead of pushing, they steam into Midway, and never come back in force. Intentional results on our part? I'm sure FDR and the USN knew about the Ceylon Raid and what was happening, but wasn't a driver as the Raid was planned ahead of those events. Just goes to show having the spirit of the attack and dictating events by initiative can yield results you cannot imagine or professionally hope for.
  12. What side and equipment type are you interested in? It's a rather extensive list and in some cases with infantry some come and go. Plus a lot got added just in the last 1.5 years. Here is a wiki armor list, but in the past year they have added CS version of the Matty, Sherman Firefly, PzIIIL and PzIIIN, and I'm sure I'm forgetting something. https://wiki.wwiionline.com/view/Armor#Vehicles
  13. I do, a LOT more linked wiki entries, direct YouTube-equivalent links, etc. Plus an offline trainer build package that squads can create their own boot camps and share the files with their new squaddies that run them through THEIR idea of the basics. Call it Bootcamp Builder. And above all, integrated voice comms that comes with the game package and sets them up to be talking to us first thing.
  14. Not really, Tier 2. THIS is. https://en.wikipedia.org/wiki/Panzerjäger_I
  15. I served under you when you were Allied CinC, gotta say I'm ashamed to see you go this route.
  16. Definitely against the principles of PN I am promoting, forcing UP to be defenders only and against the rack of "I better not leave this depot". That's not going to generate any more fun of fire and movement for the UP much less allow offense for that side. Bleh. OP definitely should get 'reward' for getting their people on target and coordinated, but not to the point that their defended points are virtually impregnable and they are the only ones with extra people to clear depots consistently.
  17. One concept I just realized about the front line thing would be for FMS to perform a check against 'closest enemy facility'. If that facility is closer to your point of origin (typically FB, sometimes AB or depot) then the FMS cannot be laid, only an LMS. I think this would result in having to clear facilities in a broad band fighting forward, but there could be weirdnesses especially in big cities. The surrounding FMS could still be laid, but they would have to be more distant and carefully laid to be allowed. You could probably do coding for a check against the town marker for the same, but you couldn't have the sense of 'won ground' as you inch forward with facility caps, and town markers are often not set in town centers so some town 'front lines' would be wonky.
  18. Ok, I didn't misunderstand. Hell no. Underpop often can't clear depots reliably on cap or recap, it's the very nature of being hit with superior pop. Also throws the game more towards second accounts on guard, which is already distasteful to me in terms of SD/CT calc. It would also be multiple times harder for OP or UP to simply capture, and offense needs goosing more then anything else.
  19. I don't think it's considered gambling in the US if it's a promotional item, plenty of 'games of chance' in as mundane settings as fast food and grocery stores. Perhaps a one time $2 a ticket drawing, or say add $1 per sub to be entered in the drawing per month?
  20. PN at least for me was NEVER about 'making sure the Allies win', the pendulum eventually swings both ways, it's about making sure you can make a difference in your time in game even if your side decides not to show for whatever reason. That makes it more palatable to login and stay longer, be a noob and have a sense from context of other players at least that the side has a chance, and in general make it a game, not a mugging.
  21. The whole statement- It doesn't make sense to me re: helping the single defender that much vs. other impacts.
  22. I can't speak for what CRS' intent and goal is vis-a-vis side wins or whatnot- my objective for pushing PN has virtually NOTHING to do with win counts. In fact, if you had perfect PN only the better organized side over longer hours or more effective actions would win- I'm looking to eliminate population from the equation of victory. I don't want that hours and hours of agony spread on the rack of being underpop under the no-mitigation policy of the earlier game, for days weeks and years. I want a GAME that you can come in and get your team going to WIN WHILE you are on, 24/7.
  23. Follow you right to the last. Don't get it.