Misdirected Gliders (Full Version)

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Kluckenbill -> Misdirected Gliders (12/5/2000 11:59:00 PM)

I was playing the first (perhaps only?) Battle of the Bulge action in "Utah to the Rhine" last evening. I thought it would be useful to send some grunts in Gliders to take the distant victory hexes and try to hold them until my advancing Core forces could help out. Since I set up in the left and the Germans on the right, I first picked entry and exit areas for the Gliders so they would enter bottom left and exit top right. Unfortunately my Glider pilots were either incompetent or insubordinate! Everything seemed fine during setup, but much to my surprise (and dismay) the Gliders entered Center Right and flew right over the advancing Germans!! They gave me some good intelligence on the Germnas, but at the cost of 2 (out of 4) Gliders. [img]http://smilecwm.tripod.com/paladin/uzi.gif[/img] I then tried several more times (going back to my saved setup) to have the Gliders enter from anywhere other than Center Right, but nothing worked. My questions are: Is this something that the diabolical Wild Bill built into this scenario or is it a more common problem? If I am unable to change the entry and exit sides, shouldn't that be made clear in the setup? ------------------ Target, Cease Fire !




Kharan -> (12/6/2000 12:08:00 AM)

How did you change the entry sides? You have to set the sides before you assign a glider a target hex. If you change the sides after assigning all the gliders, it doesn't do anything.




Kluckenbill -> (12/6/2000 12:14:00 AM)

quote:

Originally posted by Kharan: How did you change the entry sides? You have to set the sides before you assign a glider a target hex. If you change the sides after assigning all the gliders, it doesn't do anything.
Duuuhhh ... I didn't know that ! [img]http://smilecwm.tripod.com/cwm/silly.gif[/img] Thanks, I'm at work now (although obviously not working) I'll try it again this evening. ------------------ Target, Cease Fire !




mogami -> (12/6/2000 1:46:00 AM)

Hi, I am on a paratrooper/glider kick against the AI on meeting engagements. (AI goes nuts when you capture that back objective area) I am guessing when a transport takes a hit it aborts the mission? After every jump (companies plus support troops 12xcargo 12xglider) some of the units are still on the transports. (switching to glider troops since they have to land) On one try every cargo/glider flew on to map and then off without anyone jumping or gliders landing (whole Bn out of fight, so much for glider troops having to land) The only time they have landed within 6 hexes of targets was the time they landed ontop of German SS Panzergrenadier Company [img]http://www.matrixgames.com/ubb/eek.gif[/img] Now I pick LZ's about 10 hexes from where I want them to go and set their arrival time a few turns into battle to give me time to soften up surrounding area with Arty. I just played a battle on one of those really large maps WOW poor AI drove his armour right into a Bn of Paras supported by 76mm AT and RPG teams. Was pretty interesting for about 5 turns. I can't wait to use airborne against a human online. [This message has been edited by Mogami (edited December 05, 2000).]




Wild Bill -> (12/6/2000 11:26:00 AM)

Sometimes it works, sometimes not, Kluckenbill. Yes, set the direction before you set entry turn and landing zone. Even then, with the AI in control it arbitrarily sends them from the right. I have no idea why it does that, but that has been my experience...ARGH [img]http://www.matrixgames.com/ubb/frown.gif[/img] Wild Bill ------------------ In Arduis Fidelis Wild Bill Wilder Coordinator, Scenario Design Matrix Games




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