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Everything posted by Kilemall

  1. Historically tanks and ATGs were coated in contact poison and so this is accurately modeled.
  2. Several equivalences, above all unearned movement of supply to avoid fighting except at point blank urban fights. One player operates both so other players don't have to, and take less manpower to defend/attack. Puts emphasis on the individual instead of the team.
  3. That is NOT what makes it gamey, it's the tactical equivalent of JWBS.
  4. Armor numbers got nothing to do with the six years and everything to do with a combo of 'give em what they want' with having a tank on tap, iconics, and those historical lists, where the efficiencies achieved in historical production means everything but the newest chassis will get cheaper to make and so more are available for the same budget. Historically there were many more tanks made later on in the war, but they were getting destroyed AND forces not concentrating them as much as the blitzkrieg 10 panzer divisions. A firepower/game role budget is more the ticket, for a game.
  5. I'm in favor of player solutions ingame rather then go straight to jacking up major elements. So I'm thinking, alter the tank trap deployment to two at a time.
  6. Try the hospital you went to. There is a series of stories they are posting about older people's second careers in healthcare at my healthcare org. Can you please drop in on my thread on the cancer topic in OT? I was hoping you would comment.
  7. I don't think they give a damn about having separate navy lists, if for no other reason then the incredible effort of loading separate lists into that tier populator entry point. Seriously, other then 'naval identity' what play value does a separate naval infantry force gain us play value way?
  8. My hotas x is several years old, I literally got it before it went on sale in general early bird buy, don't have a problem but don't have separate pedals. You're defining Joystick 1 for the hotas/replacement and joystick 2 for the pedals?
  9. Sorella's post is an accurate example of thread hijacking. Well done, and with two sterling subject changes. Now then Gav, Zeb's question is not rhetoric but the crux of the problem for CRS- how to maximize the content so that the most people have fun with it, while maintaining a competitive game with rewards for superior play but not punishment for either too few or too many on a side. It's all well and good to post 'this is what I want' yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa type postings, and they are valid expressions of what you want I'm sure, but it isn't actionable for CRS without looking at and addressing the fact that your lone sub or even all the others that think as you will pay the bills, they need ALL of the subs. As such they HAVE to answer the question, literally. You want to get what you want, you have to persuade by helping to solve EVERYONE'S content issues, or at least the largest number possible.
  10. Cheap California sexploitation film of 50s, so that's most likely Southern Pacific.
  11. Semantics. Unworthy argument.
  12. He means he wants 2 AOs minimum because many people feel the game's action level drags too much at 1 AO. Problem is very low pop is stretched beyond the breaking point and pop neutrality settings would have to be ultra high to allow low pop to not be blown out of the game and all the bad stuff of TZ3 rolls rears its ugly head, worse then before. See, we can talk about this stuff, if we aren't whiny and beechy about it.
  13. None of these are ever separate issues. They may be separately definable elements, but the rules of the entire combat biome impinge on the chances tactics and required player count to achieve putative success in a battle. On the FB thing, YES whenever I had a chance to get people to do that I would, called them Victory FB teams as they sealed off potential supply rescue. Heck, worth doing even if no supply depot link issues, just to stop rescue DFMS. Whether we have the spare people to send off on such missions is another matter, unfortunately scaling down to low levels of pop has to be a consideration on anything we propose.
  14. Well, more to the point, the ENTIRE set of spawning and capture has to be looked at as a whole to create 'healthy' battles with a chance for both attacker and defender, the biomes of our war. So for instance, Delems wants those autolinked depots to be delinked and force a drive-in from the defending FBs. The difference between before when the linking autodepot supply made sense and now is you aren't bouncing brigades out as a default and towns fall fast after so linking brigades made sense (and were limited to where linking brigades were located). Now, the town's supply is still active in depots AND ALL linking D towns get depot supply. If we were to follow your rule or something like it (I think it needs to be a bit more articulated towards facility lines rather then town lines), then that empowers the defense and the linking autosupply to depots definitely needs to go, as the defense is then really only having to worry about 'facing' depots initially and can concentrate better. Offense needs chances too, so limiting to just town supply makes sense in that scenario. Want to maintain the FMS all around/warp option AND depots? All right, but one of the key differences now is that remaining attacker potential spawnables still has town supply in addition to the now EVERY defending spawnable link supply. In that case, best to knock the town supply entirely out with AB capture as before and only have the linking depots supplied by outside garrisons/brigades. Then the attacker gets the reward of both no instant armor in town AND easy take of remaining direct link spawnables while the defender still gets a boost of all linking defense depots. Not quite what Delems has in mind, but not a big multiplier of supply either and more a sense of 'lines' as more attacking supply is brought to bear.
  15. I would presume destroying linking FBs would shut down the depot supply.
  16. Heh, fourth best alltime FB memory for me.
  17. One of my most cherished game memories was defending an FB and knowing there was gonna be an old school rush for it. Had a bofors setup as we were low on supply, here comes the hot dropping opel with 8 engies on board, blamblamblamblam. Probably a similar rush for para plane killing fighters- so much weeping and gnashing of teeth. Also, killing your friends is a sweet sweet nectar.
  18. A few other mistakes, missing the significance of the radar sites, and not putting the KM all on subs and not surface fleet raiders of dubious results. On the other hand, Germany was not in shape to invade successfully. The delivery options were mostly barges, readily sunk by small boats and destroyers even in an air superiority environment, and using paras and an airhead to get much more then a division across and supplied was sheer fantasy, and doubtful even that. The Dutch portion of the blitzkrieg had been wildly successful, but at a cost of Ju-52s. They had 800 Ju-52s going into the Blitzkrieg and by the end of June 1940 only about 200 flyable. Of course a lot of those would be repairable, but still we are talking probably only 400 possible. Could be the Dutch saved the UK from invasion.
  19. I can make it into a train thread if you prefer.
  20. That's what I was thinking, that this cluster isn't as 'compatible to 1.36 as the other more used clusters.
  21. I don't see how a client patch affects city state. Maybe login.
  22. Given the screaming fits you unleash on just a little pop neutrality, I can't imagine what you would do if this was actually in play and you got more then 30 SD regularly.
  23. Sounds like ML is deciding your FMS is camped and deleting it or it's blown soon after.
  24. It may be during your period Cat if the Allies are getting more tanks to town during attacks, but for the most part it's usually meh when I'm playing, often enough to consider doing the AB last AO bounce at times. Nonetheless, I do think it's true that Axis sees the AB as a prime target worth risking the rescue FMS/spawnable flush just to cut off the Matties and later Shermans. The advent of the Tiger does boost the Axis AB target value to cut off spawning. It would all play much more differently if we had more people overall, often during a Dr. Fallback operation there would be what I called victory teams already posted to the linking rescue FBs, they would be blown and the linking depots cuts so the town could fallback and recover/get free spawnlist in relative peace. Nowadays with current population you risk a fast retake if most of your experienced inf are out at a bunch of FBs.