Saturday, January 31, 2004
Yahoo! Groups : imperialguard Messages : Message 87366 of 87366
Yahoo! Groups : imperialguard Messages : Message 87366 of 87366
Well, the new codex and new figures got ME back into the game. Yesterday I went to pick up some Stormtroopers I needed for a full squad, and saw the new IG command squad.
Woah.
Naturally, I picked it up on the spot, along with the Fluff book Imperial Infantrymans Uplifing Primer. It's a cute little book (like all things GW, overpriced by about 10 bucks), with the best chapter being the Litney's at the end, I can see Guardsman all over the Imperuilam losing sportsmanship points by endless quoting those phrases at (in)apporitmate moments in battle.
Question for the list- How do you MAKE Plasma Pistols? It seems every 2nd Guardsman Sargent has one, and naturally the only guard figure to have one is a Stormtrooper sargent with a useless Bolter. I have some green stuff, but I'm not sure how to play a laspistol look like a plasma pistol.
ANYWAYS, I rebuilt my old codex list, and after discorving a half dozen stormies I hadn't ever got out of thier packets, I discovred I could have TWO stormie units deep striking...at the cost of my beloved Leman Russ MBT.
However, all my tanks seem to have dissapered from the army list already, the Griffin is gone (replaced for 5 points more by a much less useful Mortor team who are at least cheaper now), the Sally is stuck in a 150 doller codex that's illegel at all Australian Tournies, and the Vanquiser AND Exterminator are both stuck out too :(.
Leaving me with a Hellhound and a AF unit that never moved much anyway. And it seems to me, having only 2 tanks means only 2 tank targets meaning 2 dead tank targets failry quick. So there goes the AF unit and might as well take the Hellhound with it (Pity, the Hellhound seems MUCH more useful now, even if it 30 points more expensive).
Leaving me with an INFANTRY ONLY ARMY. Good Grief, this isn't want I joined the Guard for really, it was for the Big Tanks and Pie Plates of doom. But it seems that GW HAS made the army list more powerful as infatry only. The Stormies are now worth getting, I can fiannly get some cheap conscripts as some propley costed mine field clearence, and the priest and Phyker means I can REALLY tool up (for a lot of points it must be said) my HTH Company HQ.
The Company HQ and Storie units have the Vox Casters because I REALLY like the look of them, particaly the new command staff one. I hope the rest of the infantry will be close enough to the PHQ or CHQ to not needing them.
The CHQ with the tooled up Heroic Leader, Commisar, Psyker and Priest is a counter charge unit that sits behind the conscipts (who advance from the start). I figure with 2 power fists (the EViscator), a Power sword and a Force Sword they probably DO have a good chance at taking out a Greater Deamon, as long as there's another 20 Guardsman around to take the first few swipes. Fluff wish I always liked the idea of the US civil war of everone stopping and taking prayers before going off to battle, and the High Powered Phyker is an Inquister who's "observing" the company during it's misson (Note: Taking a 12 point Psyker and making him a 70 point character of doom seems to be populer...is it considered a tad chessy?).
One thing I need to decide on is having the 2nd AT squad, or replacing it with a 3xHB support squad. With the lack of any tanks, I suspect I need the extra AT ability the LRMBT used to give me, and it gives me some ability to kill fellow horde (Does 116 figures COUNT as a Horde army these days??) armies with the frag. But what's more effective at killing Marines, 3 Krak Missles or 9 HB shots or 6 AC rounds?
The stormies will idealy DS together, the Melta unit to take out the Land Raider, the Plasma unit to take out the Marines inside it. If they can't deep strike, they go out on a flank somewhere (no infiltration, can't afford it, and it dosn't seem as particlay useful).
I'm not sure how useful a power sword is in the hands of a Sargent though, and 22 points is getting expensive. Question: What do other people do with thier Storm Trooper Sargents?
The Infantry platoon is the standard FireBase, perhaps 1-2 squads going with the Conscripts and the CHQ on the advance.
The Rough Riders are my small deployed Reserve, mostly to counter charge whatever attacks the Infantry platoon. I do NOT understand why they can't have Lances AND a Pistol and sword though :(.
Any comments or thoughts?
251st Infantry Company
1500 Pts - IG: Basic Regiment Army
Command Platoon (HQ) @ 407 Pts
Command Squad @ [122] Pts
Lasguns (x1-> VOX guy cause I love the figure)); Laspistol and CCW (x1 Company Bugler); Frag Grenades; Vox Caster
1 Heroic Senior Officer @ [86] Pts
Laspistol; Power Weapon; Frag Grenades
Melta Bombs [5]
Carapace Armour [5]
1 Veteran #3 @ [17] Pts
Close combat Weapon; Laspistol; Frag Grenades; Standard Bearer; Carapace Armour [5]
1 Veteran #5 @ [12] Pts
Lasgun; Frag Grenades; Medic
6 Anti Tank Squad #1 @ [110] Pts
Lascannon (x3); Lasguns
6 Anti Tank Squad #4 @ [95] Pts
Missile Launcher (x3); Lasguns
6 Mortar Squad #2 @ [80] Pts
Mortars (x3); Lasguns
1 Commissar (HQ) @ 91 Pts
Plasma Pistol; Power Fist
Frag Grenades [1]
Carapace Armour [5]
Refractor Field [15]
1 Sanctioned Psyker (HQ) @ 68 Pts
Force Weapon; Laspistol
Frag Grenades [1]
Carapace Armour [5]
Honorifica Imperialis [25]
1 Priest (HQ) @ 70 Pts
Eviscerator
Carapace Armour [5]
9 Storm Troopers (Elites) @ 146 Pts
Deepstrike Ability; Hellguns (x7); Meltagun (x2); Frag Grenades; Krak Grenades; Vox Caster
1 Storm Trooper Veteran Sergeant @ [22] Pts
Deepstrike Ability; HellPistol; Power Weapon; Frag Grenades; Krak Grenades
7 Storm Troopers (Elites) @ 124 Pts
Deepstrike Ability; Hellguns (x5); Plasma Gun (x2); Frag Grenades; Krak Grenades; Vox Caster
1 Storm Trooper Veteran Sergeant @ [22] Pts
Deepstrike Ability; HellPistol; Power Weapon; Frag Grenades; Krak Grenades
2 Infantry Platoon (Troops) @ 420 Pts
4 Command Squad @ [88] Pts
Lascannon; Lasguns (x1); Grenade Launcher (x1); Plasma Gun (x1)
1 Junior Officer @ [45] Pts
Storm Bolter
9 Infantry Squad #1 @ [83] Pts
Missile Launcher; Lasguns; Grenade Launcher
1 Sergeant @ [6] Pts
Laspistol and CCW
9 Infantry Squad #2 @ [83] Pts
Autocannon; Lasguns; Grenade Launcher
1 Sergeant @ [6] Pts
Laspistol and CCW
9 Infantry Squad @ [83] Pts
Missile Launcher; Lasguns; Grenade Launcher
1 Sergeant @ [6] Pts
Laspistol and CCW
9 Infantry Squad @ [83] Pts
Autocannon; Lasguns; Grenade Launcher
1 Sergeant @ [6] Pts
Laspistol and CCW
20 Conscripts (Troops) @ 98 Pts
Flamer (x2)
4 Rough Riders (Fast Attack) @ 76 Pts
Hunting Lances
1 Rough Rider Veteran Sergeant @ [32] Pts
Plasma Pistol; Power Weapon
Models in Army: 116
Total Army Cost: 1500
Friday, January 30, 2004
Portent Forums - 1500 IG army
Portent Forums - 1500 IG army
The basic theme is a infantry platoon with attached extra's orderd to do SOME MISSON. That misson could be pretty much anything, hence the attached Stormies (who deep strike to act as the company reserve), conscripts (mine clearence duties), AT squad, Hellhound (Heavy anti-inf support)and LRMBT, with the Rough Riders acting as the company scouts, and the Psyker a low levish Inquister who's actually in charge but is happy for the Company CO to run the misson.
I've thought about reducing the Stormies and adding 3-5 Ratlings as snipers/company cooks but I'm worried that the Stormies will then be too small to take an objective.
As you'll notice, the Company Command is the counter charge HTH unit (cause I KNOW I'll be in HTH sometime around turn 3 anyways...), hence the points invested in armour, vets (for the extra attacks), the Commisar and the high points cost Psyker. I'd get a priest if I could work out where the 50 points to do it would come from.
Any suggestions? What do you think of the compostion, and would you consider it an acceptable army to play AGINAST?
251st Infantry Company1500 Pts - IG: Basic Regiment Army
0 Command Platoon (HQ) @ 354 Pts
0 Command Squad @ [164] Pts
Frag Grenades
1 Heroic Senior Officer @ [106] Pts
Plasma Pistol; Power Fist; Frag Grenades
Carapace Armour [5]
1 Veteran #3 @ [17] Pts
Close combat Weapon; Laspistol; Frag Grenades; Standard Bearer
Carapace Armour [5]
1 Veteran #4 @ [17] Pts
Close combat Weapon; Laspistol; Frag Grenades; Medic
Carapace Armour [5]
1 Veteran #5 @ [12] Pts
Close combat Weapon; Laspistol; Frag Grenades
Carapace Armour [5]
1 Veteran #6 @ [12] Pts
Close combat Weapon; Laspistol; Frag Grenades
Carapace Armour [5]
6 Anti Tank Squad #1 @ [110] Pts
Lascannon (x3); Lasguns
6 Mortar Squad #2 @ [80] Pts
Mortars (x3); Lasguns
1 Commissar (HQ) @ 61 Pts
Plasma Pistol; Power Weapon
Frag Grenades [1]
Carapace Armour [5]
1 Sanctioned Psyker (HQ) @ 78 Pts
Force Weapon; Plasma Pistol
Frag Grenades [1]
Carapace Armour [5]
Honorifica Imperialis [25]
9 Storm Troopers (Elites) @ 149 Pts
Deepstrike Ability; Hellguns (x7); Meltagun (x1); Plasma Gun (x1); Frag
Grenades; Krak Grenades
1 Storm Trooper Veteran Sergeant @ [30] Pts
Deepstrike Ability; Plasma Pistol; Bolter; Frag Grenades; Krak
Grenades, Surveyor [2]
2 Infantry Platoon (Troops) @ 420 Pts
4 Command Squad @ [88] Pts
Lascannon; Lasguns (x1); Grenade Launcher (x1); Plasma Gun (x1)
1 Junior Officer @ [45] Pts
Storm Bolter
9 Infantry Squad #1 @ [83] Pts
Missile Launcher; Lasguns; Grenade Launcher
1 Sergeant @ [6] Pts
Laspistol and CCW
9 Infantry Squad #2 @ [83] Pts
Autocannon; Lasguns; Grenade Launcher
1 Sergeant @ [6] Pts
Laspistol and CCW
9 Infantry Squad @ [83] Pts
Missile Launcher; Lasguns; Grenade Launcher
1 Sergeant @ [6] Pts
Laspistol and CCW
9 Infantry Squad @ [83] Pts
Autocannon; Lasguns; Grenade Launcher
1 Sergeant @ [6] Pts
Laspistol and CCW
20 Conscripts (Troops) @ 98 Pts
Flamer (x2)
4 Rough Riders (Fast Attack) @ 66 Pts
Hunting Lances
1 Rough Rider Veteran Sergeant @ [22] Pts
Laspistol; Power Weapon
1 Hellhound (Fast Attack) @ 118 Pts
Inferno Cannon; Hull Heavy Bolter
Smoke Launchers [3]
1 Leman Russ Battle Tank (Heavy Support) @ 156 Pts
Battle Cannon; Hull Lascannon
Searchlight [1]
Models in Army: 103
Total Army Cost: 1500
__________________
The Imperial Guard. Defending the Galaxy, against the Scum of the Universe, with a Flashlight. We Need Tanks Boo. Lots Of Tanks.
Gondor Accepted into United Nations
The Watley Review - Page Two
The United Nations announced yesterday that the kingdom of Gondor has officially been granted member status effective February 1, 2004.
"We are very excited about bringing this stalwart nation into the fold," said Secretary General Kofi Annan. "I think this is a great day, not just for Gondor, but for all nations."
Gondor is a relatively small coastal kingdom which has received considerable media attention recently due to the Peter Jackson docu-drama. Although it claims a history thousands of years old, this marks the first time it has been officially recognized as a sovereign nation.
Some member states objected to the admission of Gondor on the grounds that it is not a real country. Annan brushed aside these concerns.
"Come on now," he replied. "Neither is Luxembourg, but we let them in. Besides, after seeing the magnificent infrastructure in the capital, Minas Tirith, I have no doubt that Gondor's dues, which will be based on its total GNP, will comprise a welcome addition to the U.N. budget....
(Story continued on site)
MY MMOG
Waterthread.org Forums -> Your MMORPG
Car Wars Online.
You get car drivers in a proper MMOG (not anything like MCO was like)
You get motercycle gangs.
You get FPS on foot, just need some non-car terrian, and abandonded zombie/mutant filled cities.
You get econamy from people trading between towns.
You get player towns (which CAN be destroyed, but it should take the entire player base to do it, they should be very easy to defend, fights should be OUTSIDE the city limits, not inside).
NPC's are the motercycle gangs and the annoying peds. Missons include trading between towns (I want at LEAST an Elite level of trading possible), convoy protection (have some NPC big rigs), SWG-like hostage recsuce (I only saw the SWG trailer k). assinsations etc.
Some Fortess towns are walled, and no active weapons allowed inside the walls. (this would be the starter NPC towns).
Game mangared Arenas allow people to fight under rules for set prizes and is activinly engourcaged for players to do so.
'Corse it can't be point and attack, it's got to be FPS/Driving Sim. This is very possible IF the game is designed correctly, and with a 2-3 time delay before you release, you won't have 64limitgtraphictroubles like WW2OL as you can assume everyone has a Geforce3/4+ already.
It WOULD be nice to get the licence from SJG, but that's not going to happen (last I heard they were entering the 20th Century and making two text based MUDs for christ sake) so just rip the background off and change the car names. Vulcan MG's are still Vulcan MG's.
You need a LARGE map of course, probably the size of 6+ SWG planets, call it one state. The 1st expansion would be another state, adding Helicopters
Cool discussion from the IG mailing list
Message: 5
Date: Wed, 28 Jan 2004 22:40:53 -0800
From: "Corey Somavia"
Subject: RE: Re: Can't decide how to approach my next army
>>> > Yeah, that's pretty good. The one thing is that sharpshooters and
>>> > Die Hards gets kinda expensive. The best bang for your buck, imo,
>
>>is
>
>>> > Iron Discipline. But I play shooty, so your results may vary.
>
>>
>>Good point. I may reconsider Die Hards, this is supposed to be a
>>shooty army.
Well, but I also play a shooty army that *isn't* dropping on top of the
enemy. For me, if they hit my lines, I've got big problems. But by deep
strikign, you may be exposing yourself to a charge more than me, so it may
be worth it to give a few squads this ability. They'd be the guys who's job
it is to hold the line.
>>Maybe close order drill? Costs no points and gives a
>>boost to shooting and morale.
Close order drill is like a bayonet line. I'm not so sure about the
probablity of paratroopers forming a rigid, immobile bayonet line. Kinda
defeats the purpose of that maneuverability you got for jumping out of a
plane.
>>> > Why? This would make them *better* than a Fire Warrior. And
>
>>unless
>
>>> > this is an entirely militarized colony, you wouldn't have this
>
>>high
>
>>> > degree of training.
>
>>
>>The reason is in the fluff. By renouncing the divinity of the
>>emperor and loyalty to the Imperium of Man, these people's backs are
>>against the wall. The Fire Warrior has a place to retreat to, these
>>folks have no choice but to win or die. If the Imperium were ever to
>>reconquer the planet they hail from, their alternatives would be a
>>painful death or conversion into a servitor for the new population.
>>
>>Their backs are against the wall, this is a society desperately at
>>bay.They are surrounded by hostile states who want them dead
>>(Imperial or Chaos) and while they have a genuine ally (the Tau) who
>>is interested in their success and survival, that ally is far away
>>and often concerned with more immediate threats (like Orc, Tyranid
>>or Imperial invasions).
Okay, your fluff thus far explains why they'd have "die hards" or "iron
discipline" but not sharp shooters. Not say 'don't take sharpshooters' just
saying your fluff doesn't back it up here.
How about this: put away the doctrines. Let's talk about militaries and
societies. This is what I love about the IG codex is that you can this sort
of stuff, and I like talking about how militaries and societies interact.
Bottom line is that a society creates a certain type of military (which in
turn affects that society). For example, a society where everybody fights
(the citizen soldier of Athens, for example) tends to be egalitarian and
have democratic tendencies. Why? Well simply, when you empower a guy to
fight, he tends to want a say in how he's gonna go fight and die. If he
think a political leader is gonna send him off to die for no good reason,
he's very likely to grab his spear and shield and tell the leader "hell no,
we won't go." These types of societies have relatively mediocre warriors.
The reason is because you spend a couple of years (at most) in the military
or you're a part time reservist. The upside of these systems is quantity.
Simply put, when every able bodied man or woman can fight, you can bring
most entire populace to bear. In theory, you could field one out of every
two adults.
By contrast, societies with knights (highly trained, professional warriors)
have a few soldiers and the majority of the population supports them
financially. The simple reason is that the knight spends 8 hours a day
training for war. That's 8 hours he's eating without producing a dang
thing. So the non-fighters have to produce enough for themselves and a
little extra to feed the knight. So, 1 non-fighter would have to work 16
hours to make up for the knight. Or, more realistically, a bunch of farmers
would have to work an extra hour to feed him. Okay, so if 8 farmers have to
each work an extra hour to make up for the knight's lost time, you see how
the society works.
The good thing about this system is you have a core of warriors who spend
their entire lives training. They literally live for it. Beyond being
better trained, they also have higher morale. They know that fighting is
their role and if they don't fight, pretty soon the farmers will stop
farming for them. Cowards starve. The bad thing about this system is that,
as you saw, you could have a 1:8 ratio of soldiers to citizens. And that's
being generous. This system has no reserves.
So, let's say that you have two kingdoms of 1600 and they're in a war to the
death. It's a "throw everyone who can fight into the fight" sort of thing.
The knightly kingdom will put out 200 well trained knights. The
citizen-soldier kingdom will put out 800 soldiers. So the knights have to
kill 4 people before he dies *just for a draw.* The citizen soldiers can
absorb 3 to 1 casualties and still win.
Now these are very very general stuff. And it's a pre-industrial society
with very blatant characteristics. So let's look at two modern socieities.
Take the US for example. The United States has a volunteer military back up
by reservists. This is effectively a citizen soldier idea. However, unlike
in the Athens model, you're not required to serve (i.e. no draft). The end
result is you have a relatively small standing military but have access to
decent amount of reserves. So they fall somewhere between the citizen
soldier and the knight. The US military is relatively well trained (because
the resources for training are spent on a relatively few people) and have a
decent amount of reserves (because the reservist system and the fact that
people do 4 year tours). So in a war, the US could pull up a decent amount
of well trained soldiers relatively quickly. However, at any given time,
the military is fairly small. As such, the US military has to be very
efficient with it's manpower, hence the focus on naval forces, air forces,
and "smart" technology.
Politically, this has an impact. Because not everyone serves in the
military, there's not that common bond in the society. However, the society
is democratic, so it's not ruled by a military elite. As such, the military
people tend to have similiar mind views, creating a 'voting bloc' inside the
system. Roughly, voters who were in the military can be counted on to vote
a certain way, yet they don't dominate the political system because there's
simply not a whole lot of them. Hence, our leaders are lawyers and not
generals.
Okay, now go the other side and take Israel. Israel has a classic
soldier-citizen approach. Everyone spends 3-4 years in the military and
then 20 years on the reserves list. Israel has a tiny population and yet a
decent sized standing army for a nation of its size. Even better, Israel
can pull up hundreds of thousands of people really quickly. Eventually most
of it's population can go to war. Now, like I said before, citizen-soldier
nations have mediocre militaries, and yet Israel has the best military
man-for-man in the world (as has been told to me by professionals). Why?
Well, because Israel focusses on making soldiers. It's not a poor country,
it actually has a well educated populace, but it's also not an economic
powerhouse and it will never be. The reason is because every 18 year is
effectively taken out of their economy for 2-3 years. If you lose that
economic base, you lose the tax base that goes with it, you lose the tax
base, you lose the money to pay for those soldiers training and equipment.
So how does Israel do it?
In a word: handout. The size of Israel's defense budget is roughly the
amount that the US gives them every year. They basically can afford this
economically impossible situation because a larger power gives them money.
There's also another reason. Israel has a small populace and a small
military, hence it supporting a top notch military is possible. If Israel
had a population 10 times it's size, then the size of the US subsidy would
have to be bigger, and the US might not do that. So Israel doesn't need to
arm its entire population all the time in such a top notch manner.
Furthermore, because it's enemies through history (the Arab states) have had
professional militaries which (as stated above) can't draft from the
population and have to be small, Israel has only needed to match them. If
Egypt, for example, went hostile and instituted a draft, Israel couldn't
keep up. However, Israel's draft system allows them to put men & munitions
on the field that rivals Egypt's professional system. So Israel has a 1:1
situation or is only slightly outnumbered (say, 1:2) but the Israeli soldier
can kill/incapicitate 4 soldiers, then Israel wins.
The political effect is that if every citizen is a soldier, the military
plays a prominent role in running the country. So prominent that it's taken
for granted. Check the history of Israel's Prime Ministers. Find one who
wasn't a general.
As before, I'm painting in very broad strokes here.
Right, so what's the fricken point? I've rambled longer than I meant to
(shocking, I know), but I was trying to make a point, and that was if you
want sharpshooters, cool, but have a reason for it. Heck if you want Iron
Discipline, cool. You're in a good place with starting a new army: you can
design fluff having seen what the rules can do. For established armies, the
fluff's already in place before we ever got to see the rules.
So, I see one of three types of socieities that would fall under the Tau's
aegis. I was assuming that you were going for a human colony that decided
to join the Tau empire. You didn't. You want a colony that's autonomous
but still connected to the Tau. Basically a "protectorate." There's a
couple of ideas:
1) citizen-soldier colony. In this situation the colony is pretty small, so
small that there's no real standing military. Everyone is an ex-soldier.
In this case, the soldiers may train but they're still mediocre, really. So
skills like Sharpshooters or Hardened Fighters wouldn't apply. You might
counter this with hi-tech gifts from the Tau, so Carapace armor would work.
Doesn't seem like you want to go this way.
2) fuedal colony. Basically the knight situation above. Soem guys fight
for the Tau and the vast majority work to support those guys. In this
situation, you'd be justified in giving your guys a mix of stuff. They
could have Die Hards, Iron Discipline, Sharpshooters, carapace armor, and
grenadiers. My advice is to give every squad the same upgrade, to show that
these guy get some *really* good training. Heck, these guys are better
trained than the Tau (which explains why the Tau would want them). The
other reason to take that much stuff if because the amount of infantry you'd
have would be lowered and that'd get across that "not a lot of guys because
they're the pinnacle of their colony" feel. These guys would basically be
as well trained as you can get without being space marines.
3) Fully militarized society. Now I pulled the example of Israel with a
point in mind, not just to incite a political firestorm. What about a
colony of former soldiers who basically 'trade' their services as soldiers
to the Tau empire in exchange for resources (food, manufactured goods, etc
etc). I mean not *every* colonist fights, but they simply wouldn't produce
enough on their own to feed all their people and equip a military. So the
Tau basically give them money/stuff to do so. So every 18 year old (or
whatever) in the colony spends 5 years in service of the Tau empire and then
is a reservist for the next 20 years. The Empire intentionally puts these
guys on the border so that if an invader comes along, guess who's on the
front line. (Sound like Cadia, you say, well there's a reason).
The cool part about this idea is that you could have the colony model itself
after the Tau society and split itself into different castes. But instead
of splitting into seperate roles, they're 5 different types of warriors. So
you can have Grenadiers as one type of warriors, and then sharp shooters to
represent the "marksmen" caste, and then rough riders and/or Light Infantry
to represent the "stealth/recon/lives int he wild" caste. Maybe Die
hards/hardened fighters to represent those who excel in hand to hand combat.
What about Iron Discipline to show the "leader" caste. These guys would
be drawn from the ranks and sent to officer school. No one would be just
leaders.
What do you think? which do you like?
General Somavia
Thursday, January 29, 2004
WWII Online :: View topic - FRANKFORCE: Where's the French Cav??
WWII Online :: View topic - FRANKFORCE: Where's the French Cav??:
"Well, seems the next event is one the allies get to attack for once. 10 or so Matties and 10 or so Vickies(? Multicrews I am presuming) with attached infantry vs defending german infantry, doorknockers (hopefully Matties will be fixed so they are correctly invunrable), some 88's that should be 1-2 towns away and a panzer battalion 1-2 towns away.
NO AIR. Woot.
What's missing? The French Cavalry unit that operated on the left flank of the BEF advance. I belive it had S-35's, and will be missed greatly.
Assuming the BEF tanks are multicrewed, there's 20 allies tanks vs 16 88's (could be 8, with 8 half tracks to tow them) and 12 Panzers of various sorts.
With the allies for the FIRST TIME having some initative, one battle plan would be to simply go around the enemy and attack from the rear (such as the Ju87's did in the Few).
Wounder when we can sign up?"
Wednesday, January 28, 2004
Bilton described
By a squad members, not me:
Rarely do you run into troll that combines wit and humour while staying on top of a cause to make something improve. A good troll has one major trait that stands out above the rest ... his ability to ignor nasty posts by his detractors. Or better yet have a witty comeback that makes them look foolish.
Bilton is a rare troll indeed. Those who think he is doing what he does for the limelight don't understand him. If he was really like that he would troll much more often. Bilton often goes a month or two without any posts. So all of a sudden he pops back on the forums and states his cause in a trollish fashion and nobody has seen him for a while so very few will be able to keep from going right to his thread and reading.
The children can't help themselves to lash out and now his trollish thread that aims to improve the infantry aspect of the game gets bumbed for days at a time. You'll notice CRS very often responds to his thread because they know as well that his thread is gonna be read by nearly all who visit the forums.
Personally I like watching Bilton work. He has mastered the craft of trolling to an art form. Rare indeed."
Tuesday, January 27, 2004
WWII Online :: View topic - Bilton's WWIIOL Builders Statue
WWII Online :: View topic - Bilton's WWIIOL Builders Statue
A true hero. I mean that.
ANZAC Corps - Cultural Differences Explained
"Aussies: Dislike being mistaken for Pommies (Brits) when abroad.
Canadians: Are rather indignant about being mistaken for Americans when abroad.
Americans: Encourage being mistaken for Canadians when abroad.
Brits: Can't possibly be mistaken for anyone else when abroad.
Aussies: Believe you should look out for your mates.
Brits: Believe that you should look out for those people who belong to your club.
Americans: Believe that people should look out for & take care of themselves.
Canadians: Believe that that's the government's job.
Aussies: Are extremely patriotic to their beer.
Americans: Are flag-waving, anthem-singing, and obsessively patriotic to the point of blindness.
Canadians: Can't agree on the words to their anthem, when they can be bothered to sing them.
Brits: Do not sing at all but prefer a large brass band to perform the anthem.
Americans: Spend most of their lives glued to the idiot box.
Canadians: Don't, but only because they can't get more American channels.
Brits: Pay a tax just so they can watch four channels.
Aussies: Export all their crappy programs, which no-one there watches, to
Britain, where everybody loves them. Americans: Will jabber on incessantly about football, baseball, and basketball.
Brits: Will jabber on incessantly about cricket, soccer, and rugby.
Canadians: Will jabber on incessantly about hockey, hockey, hockey, hockey, and how they beat the Americans twice, playing baseball.
Aussies: Will jabber on incessantly about how they beat the Poms in every sport they play them in.
Americans: Spell words differently, but still call it 'English'.
Brits: Pronounce their words differently, but still call it 'English'.
Canadians: Spell like the Brits, pronounce like Americans.
Aussies: Add 'G'day', 'mate' and a heavy accent to everything they say in an attempt to get laid.
Brits: Shop at home and have goods imported because they live on an island.
Aussies: Shop at home and have goods imported because they live on an island.
Americans: Cross the southern border for cheap shopping, gas, & liquor in a backwards country.
Canadians: Cross the southern border for cheap shopping, gas, & liquor in a backwards country.
Americans: Drink weak, pissy-tasting beer.
Canadians: Drink strong, pissy-tasting beer.
Brits: Drink warm, beery-tasting piss.
Aussies: Drink anything with alcohol in it.
Americans: Seem to think that poverty & failure are morally suspect.
Canadians: Seem to believe that wealth and success are morally suspect.
Brits: Seem to believe that wealth, poverty, success and failure are inherited things.
Aussies: Seem to think that none of this matters after several beers."
Monday, January 26, 2004
Arcanacon 2004, report and reivew
Arcanacon XXII: Arcanacon XXII Events
I suspect everyone else is still at Prize Giving :) (Had to leave early).
Well I nearly didn't go this year, but 2 days beforehand I found out I would have some cash...and the weather (see below).
Arrived 9amish....Friday, Whoops, dosn't start till 2-4pm. Hung around for an hour until asked to do stuff, spent 4 hours putting people's names in the card holders (We cut the name tags up, did a horrible job, and then they got reprinted twice anyway).
Really only interesting games for me at the start were the Living Greyhawk games (and singing up on the day meant I was late for the Freeform). I was interested in 40K but con orgs mistakingly told me it was full. Oh well, I snuck into longest table (which seems to be popping up at all the cons these days).
THE WEATHER.
Was good!!!! 20-23 degrees all weekend, not the 43 of last year (which is THE reason I went this year. If the weather is ever like last year, I won't be going). The weather gets 10/10 from me! They also didn't put the 40K gamers up in the roof this year, but out back away from everyone, a good plan.
Canteen was good (did they end up selling all the noodles? Chicken and Corn just dosn't work for me, prefer beef). Hot Dogs were nice (miss having onion). 8/10 (No Nachos)
Room Allocation worked.
SPOLIERS for the Living GayhawK and other tabletop games.
First game was Lerara, my first ever Greyhawk Dungeon Hack. Well, it was a 60 foot wide tunnel going for 50 miles, but it WAS Underground. Straight forward, uncomplicated and fun. 7/10.
Moradin's Forge was the next one, same tunnel I think. 1st Level female barbarian does more damage than a 2nd level thief, 5th level cleric and a 6th level bard combinded in the big final battles. 8/10.
Next day was Mijikayo no Douyou ni Yosomono, or what I think of it as, Bubblegum Crisis Tokyo 2050(?), chapter 8(?). I REALLY REALLY miss not having played the pervious chapters in this campgain (which I might add is a LOT better than the Living Greyhawk one) with notable events from each con carried over into the characters background for the next one. I love those backgrounds.
Unforutnaly, this chapter seemed a...more fill in episode. We spent nearly all of the time up in a Helicopter waiting for the bad...girls of the "Swords of the Night" to show up so we can grab them (and later hire for a presubaly spin off series), and the team captain insisted we do all the boring police work via remote (in fact I'd charactise the episode as one of boring police work that cops do). I LOVE the character backgrounds and would very much like to play the next episode of the series though. 7/10.
Had a break, drove down to Eaglemont and rode on a old red rattler train for a very old reliving experience.
Evolution was the best game I played at the con. A horror Sci-Fi game based on a whole bunch of bad movies and video games (John Carpenter's Ghosts of Mars for example). A game with good background, that IMHO really needed a character skill list. Being told you're the best operatives for a galaxy wide empire is all very well...but does that mean I can hack a computer? As is commen in these sort of movies, everyone was dead long before we arrived, leaving the diplomat charcter with no one to talk too for example.
But when you're all running screaming from things man was not meant to know, who want's to talk anyway?
This game was one of the few times having assisent GM's REALLY helped the game, as it's a requirment of horror movies to split the party up. I greatly regret not having enough time to explore more of the complex, and the whole plot had big enough holes to drive a dropship through (EG- where's the POWER coming from to manipulate reailty over a SOLAR SYSTEM wide basis???), but like all good B grade horror movies, dosn't let you think of anything until after it's over and you're walking out of the theater. 9/10 (Note to self: Play games writtin by Rebecce Orth, though it's hard to play to the standard the game sets itself).
Wasn't any other games I wanted to play except the Triva Night (which I ALWAYS miss for one reason or another), so stayed home Sunday.
Longest Table 40K, I think 22 people and 30,000 points(?). My trial IG drop army didn't quite work out (the Sharpshooters were a waste of points) but for once I came in the middle of the allied army points. Men of the match posthumasly go to my Lascannon crew and LRMBT who helped a chaos marine player (he got a new pack of dice) come last via killing a rhino, his lord, a bike squadron and routing an enemy chaos IG unit (before going under the enranged marines). Blind luck award to the 4 Grendade Launchers who between them DESTROYED 3 Dark Elder Raider Craft in the turn they landed.
As my first game with the new IG Codex I don't think I went bad at all, helping to *ALMOST* wipe out the bug player on my right flank, killing a lot of points of the chaos marine player on my left and stopping the Dark Elder from running around by destroying thier transports, and *nearly* using Fabian tactics to avoid contact with the zombie player to my front. My conscripts got a wound on a Greater Deamon too (which helped kill him), and buying them in batches of 20-30 is defintaly a good idea.
Waste of points award goes to my command team, who dropped down to kill the Greater Deamon and a Hive Tryant, and got roasted by a chaos Hellhound. Note to self: Hellhounds are DANGEROUS now.
Most amusing sight I saw was the Blood Angel Marine player on my right flank have his rhino blow up and take most of a unit of Gaunts and a tryanid warrior with it.
Unamusing sight was the same bug player getting a tape mesaure for "army that's travlled the furthest" becasue his infiltraining Genestelers set up 5 tables away and moved a total of 24 inches, which in my understanding was not what the...err award (it's a GW tape measure so it's not like it counts for anything) was meant to be about. There were serverel units of other players that DID move severel tables worth during the game, and this might be a "award" a bit hard to judge.
Total for Arc this year...8/10.
Saturday, January 24, 2004
Waterthread.org Forums -> WW2OL gets AC130 Spectre Gunships
Waterthread.org Forums -> WW2OL gets AC130 Spectre Gunships
Copy of post to waterthread in case they delete it.
Sorry about the size of the pic, I'm only linking it.
MODS: If it's too large, delete it but please leave the link.
The AC130 is appenrtly a test that was done for the US Government (see below for link and comment by Head CRS rat Killer)
Here's the The thread it came from.
Killer made a whole bunch of comments, here's some of them:
QUOTE
Actually that is a shot of WWIIOL, with a C130, firing on a village of 3d buildings that look amazingly like rural Iraqi buildings :)
And yes it was a fully armed C130.
As to what it will do, well who knows. Nothing yet, maybe nothing ever.
But were we to get government interest enough, it could mean a lot of faster paced technology additions to the game yes, and maybe a modern warfare game for you too.
Mowers, make sure to tell them to give us a call if they are interested.
Ohh and btw just FYI, some of the folks you play beside right now could be DOD
folks. Keep that in mind :)
-----------------------------------------
Yeah since the cat's kinda out of the bag, yes that was a wargame demo for some brass at the pentagon.
Like I said though, nothing but investigation and talks have really happened, so it's no big deal yet. Even it was I'd have to kill ya if I told ya much :)
----------------------------------------
Well first lots of different hands in the DOD and military and they all don;t always know or care what the others are doing.
Lots of sim companies, many entrenched and with connections.
Lots of interest in us from several angles for years now, I'll not count eggs till they hatch myself.
But I can say, every military eye that has looked at the HC's, the old operational plans of Schilling, and others, has been quite impressed.
The fact that civilians coordinated wargaming to the level the HC's have shown, and the operation plans as they have been written for some operations in this game has definately raised some eyebrows.
-------------------------------------------
Confirmation of a sort came from This follow up post on page 5
QUOTE
I can further substantiate the ATT/DoD interest in WW2OL!! :
I have at least 1 member in my squad (maybe more) that is involved in this ATT/DoD project.
I will keep this member of my squad's ID annonymous but I am giving you readers the below quotes from e-mails I've exchanged with him to further substantiate the US DoD's interest in WW2OL.
Quote:
Other than playing SIMCOUNTRY this is the first MMOG I have played. And I don't play FPS's at all. I have been gaming since the 60's but have narrowed my focus to those games that include or concern the Battle of the Bulge and strategy games of the WWII ETO. (I have been studying the Battle of the Bulge since the 60's). So this is new to me and my interest is not from the usual entertainment point of view. I prefer exacting realism in the game. My main interest is in understanding the game especially the command and control methods seen in the game. I am expecting to see some variations of the "Smart Mob" idea. The interest in the command and control stems from my office assigning me to represent JFCOM in the AT&T contract on the behalf of the Assistant Secretary of Defense for Network Information Integration with Playnet to produce a prototype Sandbox for experimenting with the Global Information Grid envisioned for the years 2015 or so. This is for use inside DoD. No real work is being done on such a thing. Just folks discussing what it would look like, the cost, and what questions could be answered by it. If you are interested in the subject check out http://www.dodccrp.org/ and especially Power to the Edge http://www.dodccrp.org/Publications/pdf/poweredge.pdf Your experience might produce some significant insights.
Quote:
Leo... Some of my bud's at the Institute for Defense able (IDA) are trying it [Skype Technology] as well. They read that conference calling is a coming attraction. Some folks in our (JFCOM J9 Experimentation Engineering are checking it out for file sharing issues etc.
Quote:
... conducting a study to determine how the Experimentation Directorate might use the Virtual Sandbox (modified WWIIOL) and doing the obligatory holiday tour of relatives all across Virginia. Once back at work I had to take a few days to reinstall my special applications and games and customize the desktop on my new Alienware. About 10 of use have been issued these machines in order to study commercial games.
Quote:
... System is running nicely. Successfully ran Info Work Space (IWS) shared view with WWIIOL so as to emulate remote viewing of the battlefield. No degradation in WWIIOL that I could see.
So yes that player you see beside you just might be a Department of Defense employee (or sub-contractor) getting paid to evaluate and play WWIIOL (k3wl job huh! ;))
I also made a mention of the player who had allgely showed it to the head's of Training Commander. He showed up and posted a few times (medows)
QUOTE
Interestingly enough I presented WW2OL to the leadership of the US and European military training last november as part of the demonstration of commercial technology applications in the military sphere.
It went down very well.
---------------------------------
THings are admitttedly good atm but its not THAT good :)
I got some really good feedback- I showed them that Japanese recruitment video which made a large collection of 2 stars laugh alot and got some nice messages about it afterwards.
------------------------------
Worth bearing in mind that the section commanders course for the USM Corps uses a close combat mod.
They had a variant of another 3d shooter at I/ITSEC in Florida last year which had marines pitched against terrorists aka european delegates. Very amusing indeed...
Rumors suggest that the Allied High Command is putting in a immidate requirestion of all operational AC-130's. :). If CRS ever gets paid by the US Taxpayer to make a modern day conflict engine, I'm sure the current French Player Base will be happy to take on the role of the Iraqi's.
Follow up on last post
WWII Online :: View topic - Article in Government Solutions Magazine (AT&T):
"leopoldo
Joined: 29 Jun 2001
Posts: 1642
Location: Chesapeake, VA
Posted: 24 Jan 2004 15:57 Post subject:
I can further substantiate the ATT/DoD interest in WW2OL!! :
I have at least 1 member in my squad (maybe more) that is involved in this ATT/DoD project.
I will keep this member of my squad's ID annonymous but I am giving you readers the below quotes from e-mails I've exchanged with him to further substantiate the US DoD's interest in WW2OL.
Quote:
Other than playing SIMCOUNTRY this is the first MMOG I have played. And I don't play FPS's at all. I have been gaming since the 60's but have narrowed my focus to those games that include or concern the Battle of the Bulge and strategy games of the WWII ETO. (I have been studying the Battle of the Bulge since the 60's). So this is new to me and my interest is not from the usual entertainment point of view. I prefer exacting realism in the game. My main interest is in understanding the game especially the command and control methods seen in the game. I am expecting to see some variations of the 'Smart Mob' idea. The interest in the command and control stems from my office assigning me to represent JFCOM in the AT&T contract on the behalf of the Assistant Secretary of Defense for Network Information Integration with Playnet to produce a prototype Sandbox for experimenting with the Global Information Grid envisioned for the years 2015 or so. This is for use inside DoD. No real work is being done on such a thing. Just folks discussing what it would look like, the cost, and what questions could be answered by it. If you are interested in the subject check out http://www.dodccrp.org/ and especially Power to the Edge http://www.dodccrp.org/Publications/pdf/poweredge.pdf Your experience might produce some significant insights.
Quote:
Leo... Some of my bud's at the Institute for Defense able (IDA) are trying it [Skype Technology] as well. They read that conference calling is a coming attraction. Some folks in our (JFCOM J9 Experimentation Engineering are checking it out for file sharing issues etc.
Quote:
... conducting a study to determine how the Experimentation Directorate might use the Virtual Sandbox (modified WWIIOL) and doing the obligatory holiday tour of relatives all across Virginia. Once back at work I had to take a few days to reinstall my special applications and games and customize the desktop on my new Alienware. About 10 of use have been issued these machines in order to study commercial games.
Quote:
... System is running nicely. Successfully ran Info Work Space (IWS) shared view with WWIIOL so as to emulate remote viewing of the battlefield. No degradation in WWIIOL that I could see.
So yes that player you see beside you just might be a Department of Defense employee (or sub-contractor) getting paid to evaluate and play WWIIOL (k3wl job huh! ;))"
WWII Online :: View topic - Article in Government Solutions Magazine (AT&T)
VERY Interesting. Killer said:
Actually that is a shot of WWIIOL, with a C130, firing on a village of 3d buildings that look amazingly like rural Iraqi buildings :)
And yes it was a fully armed C130.
As to what it will do, well who knows. Nothing yet, maybe nothing ever.
But were we to get government interest enough, it could mean a lot of faster paced technology additions to the game yes, and maybe a modern warfare game for you too.
Mowers, make sure to tell them to give us a call if they are interested.
Ohh and btw just FYI, some of the folks you play beside right now could be DOD folks. Keep that in mind :)
WWII Online :: View topic - Article in Government Solutions Magazine (AT&T)
Thursday, January 22, 2004
Allied Headquarters :: View topic - If anyone asks you what is new in WWIIO
Allied Headquarters :: View topic - If anyone asks you what is new in WWIIO
thm000
Joined: 17 Jan 2002
Posts: 244
For another group I took all the read me on Prod Notes from 8/28/2003 to now. I removed all adjustments and fixes and this should be close to a master list of what is new since last summer.
WWIIO Changes 8/28/03-present
New French Equipment
Added French LMG
Added Stuart M3A3 (French)
Added French Freighter
Added P39D-1 (Bell Mle. 14)(Tier 1 RDP French)
Added F200 bomb for P39 French
Added Laffly W-15TCC (Tier 1 RDP French)
Added French Bofors 40mm (starter vehicle)
New German Equipment
Added German Bofors 40mm (starter vehicle)
Added German LMG
Added SdKfz 251C (German)
Added German Freighter
New British Equipment
Added British Freighter
Added British LMG
New Areas added
Haamstede (Axis)
Brouwershaven (Axis)
Ouddorp (Axis)
Stellendam (Axis)
Westvoorne (Axis)
Spijkenisse (Axis)
Cromstrijen (Axis)
Dordrecht (Axis)
Den Haag (Axis , Naval Spawn)
Le Touquet (Axis, Naval spawn)
Boulogne (France,Naval spawn)
Brighton (British)
Ipswich (British)
Martlesham Airfield (British)
Coltishall Airfield (British)
Moerdijk (Axis)
Westkapelle (French)
Veere (French)
Kamperland (Axis)
Kats (Axis)
Stavenisse (Axis)
-New load outs for all infantry:
Rifleman (Grunt load out):
Rifle 100 rounds
3 grenades
1 ammo resupply pack
SMG (Assault load out):
SMG 300 rounds
Pistol 24 rounds
4 grenades
LMG (Heavy Weapons load out):
LMG 300 rounds
Pistol 24 rounds
Sapper (Demolitions load out):
Rifle 30 rounds
4 satchel charges
8 grenades
Offensive Firebases:
-When attacking a town, your firebases will no-longer close when you take control of the army bases. Defender's "defensive FBs" will continue to open when control is lost.
-Any time the two FBs on a link would belong to the same side, those FBs will close. If the two FBs would have opposite sides, one of the FBs will be open.
-This allows us to stay with the old paradigm for closing FBs: Blow them up. The opposite of the two FBs will open, belonging to your side, even if it is not spawnable.
Majority Ownership: (Only affects multi-country sides)
-When two countries own ABs in the same town, ownership is now based on the majority owner of military facilities. In the case of a tie, if one of the countries is also the "reset owner" of the town, it is awarded to that country, otherwise it is awarded to the owner of the "first" (host perspective) AB in the town.
-This should only affect the icons displayed on the map screen.
Chat:
- You can now transmit on just one of your four radios without having to use the mouse using .1, .2, .3 and .4. To transmit on the channel tuned on your 3rd radio, type ".3
- Added ".report" chat command; this allows players to submit brief (one line) griefing/exploit/cheat reports to CRS. Such reports will normally be viewed by CRS off-line, but will also be visible to any Game Managers (GMs) online. We do not provide personal responses to ".report" submissions
- Several internal optimizations to chat
- Added some new chat functionality for High Command staff (.hc
Strategic Changes
- Prevented vehicles from the same town oversupplying the town to prevent AB shuffling
- Improved the "strat update" process to reduce the instances of "missed" strat updates
- Changed several supply rules to be side based instead of country based, e.g. a French FB on a British link would no-longer stop supply across the link
- Depots, which belong to the same side as the AB to which they are attached, will now change country to match the AB so that depots are not cut off by "friendly" ownership, and so that mixed-ownership does not give a town erroneous additional supplies from neighboring towns
- Changed "Ownership" and "Control" determination to "Majority" rather than "Last cap" - details below.
- Changed "Ownership" so that when the owning side matches the controlling side, ownership is granted to the controlling country instead of being arbitrary
Map
- Changed map to always display firebases
Infantry Play
-Added several faces to the library
-Each persona should now have different face per player
-Changed SMGs to sight down the barrel for the first round when standing and not moving, crouched, creeping or prone
-Added infantry falling sound
-Added generic web gear sounds while jogging/sprinting
-Added pain "grunt" sounds to infantry when hit
Vehicle Effects
-Added 'rear end gear whine' sounds to wheeled vehicles
-Added 'wheel roll' sounds to wheeled vehicles
-Added 'tread squeak' sound to tracked vehicles
-Added 'brake squeak' to tracked vehicles
-Added main gun 'shock dust' to Stuart so that dust cloud would activate as per other tanks
-Added bow waves to Fairmile and destroyers
-Added dust emitters to every vehicle
-Added dust to main gun firing
-Added engine smoke to running ship engines
-Added new muzzle flash to airplanes
Misc
-Added Stuart main gun sound unique to M6 gun
-Completed damage model audit of all planes
-Added new and improved wingtip vortices to aircraft.
-Added sprint to assault troops
-Added manual resupply pack
-Added more links between France and England along channel coast. (more amphibious oppotunities)
Updated memorials
-Added ability for infantry to walk upon ships and boats
Weapons and deploy command are disabled when hoisting and riding
-Hoists can lift vehicles onto/off of another ship
-Levels pass on sounds for ground vehicles
-New settings.exe which now includes Spanish language support
-Friendly depots will now align themselves to the country of the facility that is supplying them regardless of who captures them
-Added "hit sprite" feedback to hits made against AI crews
In Beta
New Combat Stats & Records website
Wednesday, January 21, 2004
Allied Headquarters :: View topic - We should all go on Holiday
Allied Headquarters :: View topic - We should all go on Holiday
As I'm currently not a member of the AHC, I feel I can post something that would get kicked me out of it if I was currently in a command postion.
We should all take a holiday till the start of the next map.
It is obvious to ANYONE that the allied player base, it's core players and AHC members were/are tired after the last win. That's natural. It happens. Accept reality. Either we get a rest that's offical sanctuned by CRS (ie- Green alert, which the GHC could ONLY get away with if CRS lets them do it) or we get a rest because few of us want to play once the front gets past Cambrei.
The Air field defence line around Lille is now broken and I expect it to fall within the next 2 days. Once gone, Knokke won't last long with it's southern flank gone, and with it, the BEF from the contienent. There's no real altertante defence line till you reach the coast, and once you get THERE, it's game over man, game over. Unlike the germans, the Sturt is no wounder weapon like the PZIIIH is and the 10 SpitV's is not going to save Knokke, little lone Dunkirk.
Is this "defetist"? Yes. Let the GHC tire itself out aginast the AI. We can't come back from this map (unlike Fortress Germany, we have no stong defence line until the Channel, and the map is over at that point). Play for fun, but don't play to win, because we won't get it.
Am I wrong? We all have the evidence of past maps, and the only time we've come back is when we held a front east of the current postion. The Axis can break out of Fortess germany thanks to the rear airfields around Molan_Glahback and the PZIIIH.
I hope this dosn't get deleted.
Waterthread.org Forums -> Favorite MMOG Experiences
Waterthread.org Forums -> Favorite MMOG Experiences: "Great thread.
Warbirds:
The first time I took off, was flying in a semi-formation with someone, and saw the sun setting at 20,000 feet past the other planes.
The one time I came SO close to closing a small airfield all by myself. Crashed on landing the F4U on the purple carrier and missed blowing the last AA gun by 5 seconds.
Being part of a ultra-low level air-to-mud assault on the mediul airfield in sicily with 20 other B25's all firing rockets and 75mm cannon and .50cal and dropping bombs at a hight of 50 feet.
One of the last memories I have is taking off with the RAAF squadron to save the last Purple large airfield. It has been vuclhed to heck and back for hours. We arrived, and CLEARED THE SKIES. Just fell on them, fell on them and you couldn't see anything but purple tags.
EQ:
The first day. After getting lost in the Ranger starting location north of Qeynos, I found the exit and walked up my very first hill in the Qeynos hills. It was raining, I couldn't see a thing and it was MAGICAL. Naturally, EQ went downhill from that point.
My first Xross contitenet run, lead by some senior guild mates from Qeynos to Freeport. I'd never gone past the the western Karana plains till that point. I'd gotten a whole bunch of gnoll beer to take to one of the first big player events on Britslebane, at the Freeport arena. I sold all the beer to players who were watching the gladiators fight.
FIANNLY getting the &*()* orc hill trainer shield. When I offered to give it away when I deleted my character 1(?) year later, no one knew what it was. Man that was depressing.
UO:
Didn't play it much. Best memory is finding out I could make arrows by cutting down trees or something, and then firing them at a target to increase my bow skill.
My other deep memory of UO is endless houses. Houses everywhere. Nothing but Houses wherever I went, and 1 out of 1000 occupied.
WW2OL:
Just after it came out, walking in the middle of nowhere and a A13 drives up. I get on and we just go over hill and dale towards the sound of gunfire in the distance. I'm pretty sure I got the Purple sky bug just as we approched the sound of combat.
Fighting in Dinent and seeing a 30 ton panzer roll over after falling into a 1 foot deep ditch I was hiding in. Fighting in the Meuse vally between Flavion/Anhee/Sprimont/Dinent for MONTHS.
First time I lead a town capture. 4 guys for the bunker, 2 soliders to act as cappers and an EI ran right past us as we hid under the oil tank.
The time we did a YAMF attack on Leige and simucapped it with about 40 people in the middle of the night and seeing all the HQ messages scroll up the entire radio text bar.
Other:
Reading LtM during the great days of UO/EQ fiascos :D. We just don't get scandles like that anymore."
Metafilter | Community Weblo
Metafilter | Community Weblog
Whisky Tango Foxtrot. I need to remember to quote that.
What Brought you to WWIIOL?
Every now and then, yello1 posts a good thread. This is one of them.
WWII Online :: View topic - What Brought you to WWIIOL?
I belive it was a now long lost post on alt.games.warbirds some time after the rats (some of them) were kicked out/left Warbirds. Someone (Killer???) posted a hello thread about it with a link to www.wwiionline.com.
I signed up on the red fourms the next day.
SquadTracker Feature Requests
WWII Online :: View topic - Looking for input on SquadTracker Feature Requests
1:Waypointd and battleplans saved to the server.
Ie- I'm a brigade commander of the 4th BDE. I mark a target, add waypoints and NATO markers (ie- aremoured rally point HERE, Inf attack THERE) that get saved to the server for a user set time (or even better, dissapers when the town is captured or uncapturable).
2: Allow everyone to have ACCESS to commander. If you're REALLY worried about tool that won't let you see anything below 500 meters range, add a max zoom number to a certin level so you CANT see down to a 10 meter GPS range location.
3: Have a icon setup for spottee targets. Ie- EDD (icon) with time (GMT), speed(? mabye not needed)) and direction (and if air, alt). Make it saveable to server with a set time (server set) before it dissapers (make it fade out over time like Operation Flashpoint).
4: NATO symbols!
5: Allow the symbology to be viewed like an Air Traffic Contorller. If you've ever played Harpoon II you'll know what I mean. We should be able to use it AS an air traffic controller!
6: Someone get Long/Lat lines put on TPGO's map :)
7: Get CRS to make a tool in game so we don't need to use it :)
8: Tell then GHC to get stuffed and let thier playerbase use a wounderful tool!
A lesiruy strol movie. Funny
WWII Online :: View topic - Movie one of my squadies put together
Right Click here. Made by 101st Airborne.
Only 3 meg or so, quite funny.
WOOT! An idea of mine might make it into the CSR!
WWII Online :: View topic - General Feedback
ramp
CORNERED RAT
Joined: 05 Jun 2001
Posts: 1017
Location: Bedford, Texas
Posted: 21 Jan 2004 10:52
ramp wrote:
While I don't see it happening right away, I think most here would be onboard with allowing players to write AARs from within the game world. As you say, thats when its fresh on their mind. I'll put it on the list.
comstar wrote:
Follow up idea: Map the AAR entry TIME and DATE to real GMT time AND IN WORLD Game time. So you would do
.diary I just shot down a 109F for the first time! Woot!
Translates to
1700 hours, Day 16 of the Campain (#7?) (0500 GMT Jan 16th 2004)
I just shot down a 109F for the first time! Woot!
Ramp Wrote:
Agreed..:)
Waterthread.org Forums -> A look back at WW2OL over 2003
Waterthread.org Forums -> A look back at WW2OL over 2003
QUOTE (da_slog @ Jan 21 2004, 06:30 AM)
If you want me to play a MASSIVE MULTIPLAYER ONLINE WAR GAME, then I sure as fuck be able to see more people than I see on my favorite BF1942 server.
I DID read a comment by Killer or DocDoom stating as fact that the algortihm works both ways.
That is, if you don't see them, they won't see you. Ergo, no invisable deaths.
Now that WONT stop the panzer with it's turrent rotating in your direction appering in front of you at the inoppotune moment, but if his turrent ISN'T roatiating, it's unlikly he'll see you before you reach him.
It was also changed about 6 months ago so Air sees air first, AA sees air, tanks see tanks, inf see inf first, etc. The 1st 10 within 2km will be friends (biased to be the truck you're riding on FIRST) and the other 54 items enemy units.
And it's NOT common for it to happen. Only very large attacks/defence cause it to happen, and if you're inf a large town or city, it won't matter because you can only see 1 building away anyway.
You never get killed by something you won't see. You DO killed by people who see you and you wern't looking in thier direction. Ie- you got flanked. Or a 109 got on your 6 because you wern't looking behind you and you didn't have a wingman. Or a rifleman was up in the tree you just walked past and shot you in the back.
Note there IS a slight lag when you spawn in of between 0-10 seconds where a lot of items may not be drawn in a second before they shoot you. It depends on your machine, your connection and how many things are close by at that time. The new barracks and depots means you just need to STAY STILL until your tickertape smooths out before you leave. The first time you spawn in that game session it takes me about 20 seconds to smooth out, but after that it's 1-3 seconds only.
Otherwise strange things will happen. For example, If you move forward and miss a few pings, YOU might stay inside the building, but everyone ELSE sees you continue to walk forward, through the wall, and acting like a clay pigeon. If you stay still the only thing that can kill you inside a barracks/depot is large calibure HE or a bomb landing on it the few seconds you're inside it.
Now if you're camped, you're camped. If there's 5+ tank surronding the spawn location you're in, you're screwed no matter what. Good luck at getting out (or if you spawn a tank in the garage when there's an enemy tank waiting for you 3 feet away with his gun pointed at the back of your turrent). If you're camped, the town is probably lost anyway. If you're NOT camped, getting killed by invisable units is not a problem as of 6+ months ago.
Like any technology, if you wait 6 months, it'll be better. Killer dropped a very broad hint that sometime THIS YEAR, the requierments will be changing to Gefarce 3 or better, and one of THE reasons is increasing the 64 limit. However, that can't happen until they do some new netcode, witch is probably at least 6 months away, so I'm *guessing* you won't need a Geforce 3+ until near the end of this year, but who knows.
BTW, isn't BF1942 LIMITED to 64 players, total? I see to recall RTCW only ever had 2 servers that ran 64 players, they were always full and always laggy.
Tuesday, January 20, 2004
Pandar's a twit
But I'll reply to him anyway.
Waterthread.org Forums -> A look back at WW2OL over 2003
The hit locations are based on REAL LIFE, somewhat. For example, there's no air bottles to hit in the planes, but if you hit the fuel tank, it will most probably go boom. Sure you need to know WHERE the fuel tank is, but I can't see why you'd prefer generic hit points like Operation Flashpoint in a simulation! Hit bubbles existsed in Air Warrior, WW2OL just refines that a lot furher. Hell, I rembemer targeting the turrents of a Star Destoryer in the original Xwing.
Also, if you DO put 500 .303 rounds into the other guys wing it will make him a lot slower and dumber, even if it doesn't bring him down immidatrly. This is a problem for the RAF fighters which only come with .303 at the start (Hurri II, Spit V and the French planes have 20mm Hispanos or US .50cal). The Axis fighers ALL have 20mm cannon and don't sufffer this problem much.
I run it on a 1 Gz 512 meg Gefarce 4 5200, and get an average of 20-30 FPS in a plane. You WANT 512 meg. Apart from that it's playable on a 1 GZ with a crappy Gefarce 2 very eaisly.
Pander- I didn't *just* copy and paste the news release, so I don't see any problem. Just wait till NEXT week. CRS has added a open beta test of STATISTICS. LOTS of them. Every stortie, every kill, every RTB, every misson is logged and is now avilable to be viewed. Something like 6 man years has been spent playing WW2OL in the first week of them. Also the BIGGEST bug, the infamous HE bug is secheduld to be fixed next patch (1 month away?), so there's not much to complain about now, except the normal numbrs "inbalance". The new stats seem to indicate ther's less than a 2-5% difference between number of sotries on both sides though.
I DID mention the biggest problem with WW2OL. The events for the allies SUCKED. I mean really SUCKED. Not surprising because the event builder was megadeath, the first German High Command commander and a total axis wanker. Something like 90% of the allies who played Sealion last week from the CinC DOWN went away with a very bad taste in our mouths. The axis players all had a wounderful time, so mabye 50% is a good average....not.
Bascialy you had german paratroops attacking towns before the english defenders could spawn in....the Royal Navy totally oblierating the Kriegsmarine, and the axis spawn another 9 destroyers despitre being told not too....the Royal Navy and Air Force being totally surplfraus because once the paratroops took one town, THEY got a FULL spawn list with armour, AT, AA and trucks when the english defenders had ONE sapper per town, no trucks, no AT, no AA and no hope.
This was refelcted in only very few of the allied slots being filled (there was just me and my brother defening Deal on the channel coast for example). Megadeath has wreaked the ability of CRS to get enough numbers to RUN events (ehich cost 2 bucks to play)...so what happens? He gets PROMOTED! I hope to gawd it's a matter of kicking him upstairs and out of the way. Hopefully the upcoming Brigade events will be "fair and balanced" because every event so far has been as fair and balanced as FOX news covering a Democrat race.
Rembemer though, the events have nothint to do with the main server, thank gawd, so megadeath can't touch that.
A look back at WW2OL over 2003
My comments were in italics, but I couldn't be bothered fixing them.
Waterthread.org Forums -> A look back at WW2OL over 2003
WORLD WAR II ONLINE- 2003 IN REVIEW
My commets are in italics
2003 marked the single biggest year in the brief history of the award-winning MMOG, “World War II Online” with major features added and thousands of new players joining the game. 5 major feature updates and more than 20 “point” releases were introduced as part of every players' premium subscription to the game. Following is a summary of these updates with many not making the list for the sake of brevity;
It HAS changed a lot. In other games you'd pay for a lot of this stuff with an expansion, particlay the new tanks, planes and ships
Vehicles
21 new weapon/vehicles were added in 2003. New aircraft, tanks, armored cars and ships were all introduced this past year. The highlight was of course Destroyers and Freighters which brought a fresh gameplay focus to naval units in the form of moving and protecting infantry and armor over the Channel and North Sea.
AIRCRAFT
- H-81 (P-40B) It's better aginast german fighters than I thought it would be
- Spitfire MkVb Though it came with Spit Mk I fabric covered alierons, fixed next patch
- Hurricane MkIIc I LOVE this place. Eat 4x20mm! Can't wait for the Typhoon this year
- Bf-109F4 I find this the eaisest german plane to shoot down, because of all the turn and burn dweebs who fly it like a zeke
- Bf-110C4/B This thing worries allied players more than any other german aircraft. Foruitnaly, they NEVER pick it
- DB7 A US plane in French colours that is so fast it's pretty much impossible to intercept it's bombing runs
– Havoc I A copy of the DB7, but a wierd parrall universe version that never existsed in the RAF
– Bell 14a Came in right at the end of the year. Can't roll, can't turn but gawd can it RUN. ALso a big bomb.
SHIPS
- Freighters for each country CARGO MASTER ONLINE! They rock.
- DDE for each country Well, A DDE(E?? It's a DD, not a Escort??) of ONE country painted in the others camo. My brother plays pretty much nothing else now.
TANKS
- Crusader MkII (A15) It's a A13, only slower. Ok, it's got better frontal armour, but vs a PZIIIH, 88 or Luftwaffe, THAT dosn't matter. A lot of allied players can't live without it for some reason.
- PzKpf IIIH THE tank the axis players CANNOT LIVE WITHOUT. If they don't get it the cry and go home. Best tank in the game, and completly outclasses all allied AND german tanks.
- Daimler Mk1 Armored Car Damm shes fast. MUCH better than the A15 IMHO. Who needs armour when you got THIS speed deamon.
- H39 light tank French fiannly get a light tank that's FASTER than a walking infantryman. Should have been in at the start instead of the R35.
- Laffly W15TCC The same truck the french already had, with a 47mm AT gun on the back of the SUV. Not great, but assumed to mean the french will get US Tank Destroyers this year
- Stuart M3A3French players REALLY like this tank. FIANNLY a french tank that can MOVE, a gun that dosn't deviate 50 feet with every shot and did I mention it's speed?
– SdKfz 251C Despite the fact that the BEF had a lot more Bren Gun Carriers than the germans had trucks, the axis get the first armoured half track. Interesting vechile, but the axis HC never pick it
A full audit of all flight models was done in '03 bringing even more fidelity and accuracy to our award winning flight model. Damage fidelity was added to flaps, landing gear, engines, and canopies during this development period with both audio and visual cues added to these damage states allowing pilots and aircrew to see and hear when their plane receives damage.
The infamous Tri-plane-109 flying with open canopy and gear down was obliertared from the face of the earth, with much rejoicing amousgt hurricane pliots sick of being outturned by it and MUCH gnashing of teeth by the axis whinemark.
Custom convergence settings was added for aircraft guns as well as new weight and drag calculations for external and internal weapons giving pilots much more flexibility and realism in their ordnance loadoat.
Convergaance is nice, but I don't know what thier talking about with the changes in the "ordanance loadout".
Infantry
Infantry remains the most popular gameplay in WWIIOL. Because of this, bringing compelling and cutting edge infantry play is always a focus of the development team. While the nature of troop combat is very different from first-person “twitch shooters,” we have always held that WWIIOL’s infantry should benefit from as much state-of-the-art FPS features/technology as possible. This past year we were able to really get some feet under that mandate and deliver great strides in trooper gameplay, feel and functionality.
The infantry game changed a LOT, much for the better. Changing the infantry gameplay made the game a LOT more fun, with smoke, LMG, ammo resupply, far better and nicer looking 3D models and a much better feel with of the guns. Changing the infantry gameplay with depot spawning is the man of thw match award of 2003 from me.
New trooper models were added to bring better detail and fluidity of motion to the infantry. Many new animations were added to these new models and support for the display of spent shell ejections and reloading give the troops even more immersive behavior and effects. New photo-realistic faces were added to all troops, and a random selection allows for a large variety of faces to be encountered on the battlefield.
Light machine guns were added this past year to troopers, along with a re-supply loadout item for Riflemen. These two features allow for the deployment of “LMG”s in the field. Knives were added to trooper loadouts as well for close-in stealthy attacks. Smoke grenades were also introduced and give the troopers a vital tactical tool for concealment. This feature has proven to be most effective for anti-tank ops, and breaking through sieges.
New “ATP” levels were added that give troops more dynamic and better manageable energy resource that has even more affect on how fast a trooper can move, and how well he can aim his weapon.
Riding code was improved and new feedback added so that troops hitching a lift are not only safer, but the drivers and riders are all identified making comms much easier on the way to the front. The ability to ride (and walk on) ships was added as well. Now troops can be transported over the water more efficiently, and can fire their weapons while riding (something that the captains might take umbrage with!).
Oh, and you never fall off the truck unless there's 20+ people already on it and infantry is ALWAYS visable on transports. The ability to WALK on ships makes long ocean rides a somewhat enjoyable cruise.
Spawning
We added the ability to spawn troops into contested towns with new 3D depot buildings created and placed in-game that support troop spawn lists generated by connecting armybases. This suggests a foothold in a city once the connecting depots are captured and helps shorten time to combat on city assaults.
As I said, this was the BIGGEST and GREATEST improvment in the game. No more do you need to wait 20 minutes for a truck and than another 20 minute ride into town. After the inital attack, combat time to fight is on averge 30 SECONDS.
Research Development Production
It was strategic bombing campaigns that eventually wrote the closing chapters on World War II in Europe and the Research, Development and Production (RDP) system brought that function and gameplay to WWII Online this past year. In-game factories were added that power the RDP system outputting the means necessary for vehicle and equipment choices on spawn lists. This system is interdictable by bombers, and can stall out a side’s ability to bring new vehicles into the battle. RDP has given the players a whole new strategic game to play within WWIIOL. With it’s effects visible on the web and updated dynamically, now players can see the state of the strategic campaign right on the front page of the World@War Gazette.
Stratagic warfare is now not only possible, it's possible to COMPLETLY SHUT DOWN an enemies research into new toys. RDP will see the biggest changes this year I think, because right now it's pretty basic and defence aginast stratagic bombing raids is next to impossible ("The bomber WILL always get through IF the enemy dosn't have radar!")
Cities/Facilities
In excess of 100 new cities and towns were added this past year giving more depth to the map in the east and west. The Zeeland Islands were populated with towns and now form a challenging strategic sector in the North. In addition, our terrain team redesigned approximately 150 existing towns and cities bringing them up to the standards set by the newer additions.
The "New" Zeeland islands make amphibsois warfare very possible and a lot of fun. Now you CAN hit the beach with 20 other infantry (though one LMG will quite historicaly ruin your day). I consider that there's only 1-3 towns in the BEF area of 200 or so that still suck (DIEST, VISE and AACHAN suck!).
New 3D versions of the most-used buildings in-game were added. This is the tip of the spear of a campaign we have put in motion to replace ALL of our “paper walls” with 3D buildings as fast as we can.
The new depots are so much nicer than the green garages, as are the new barracks. Camping IS still possible, but ONLY IF THE DEFENDER LETS THEM SET UP.
Gameplay
Many gameplay changes were added in 2003. Reserving vehicles, new depot spawning, and better firebase functionality all combine to make battlefield choices both more rewarding and critically important. Having an offensive posture with the new firebase ruleset gives the attacker a much needed advantage, but it is harder to maintain in trade. Coordinated attacks are even more rewarding, and a well-planed defense can be even harder to penetrate.
Offensive Firebases didn't make as much difference as I thought they would, but it DOES mean you CAN capture the army base without waitint for the entire town to be locked down. Makes for some interesting chase scenes where both sides trucks can arrive at a distant depot at the same time to try and capture it..
New reporting and help commands were added in-game to give players more support with in-game functions as well as a way to report bugs and bad behavior. The report function outputs a log file that CRS production and live team members review and respond to. This feature alone will undoubtedly increase the visibility of in-game issues that may not be readily seen in the closed beta.
Kfsone postes some quite amusing .reports such as "6666666" and the ever popualr "88 on SE hill"
Players that are new to the game will have a better chance of getting some help now with “green” icons attached to all 1st rank personas. The “green horns” can now be ID’ed and the more experienced players can get new guys the help they need faster. Rank icons were added as well to show personas’ rank levels.
Corse you can't tell if it IS a new player or a enemy player who decided to play as the other side for a day, but it DOES help a lot I think. "Green tags" as they are known if they ask for help often get immidate help from other players. Now if only there was a in game tutoiral on how to use the radio....
Deployment primitives were added that allow the HQs to move bomber and destroyer units. These strategic moves can only occur in RDP cycles and lost or overrun facilities levy a cost to re-deploy the units that were there. This gives even more control over to the HCs and paves the way for a complete deployment system.
In other words, Briagde Deployment is OTW, ETA 3(?) months.
Special Effects
Dynamic light sourcing was added to the Unity Graphics Engine, and features were quickly implemented to take advantage. Bombs, muzzle flashes, explosions and fire all emit light sources, making night battles more realistic and intense.
Pity some of us still need to crank up the gamma, but that's based on an inderviduals moniter
Many more effects were added including enhancements to smoke, fire and sparks as well as flying debris from aircraft and ships when they are hit. Vehicles now throw exhaust smoke, and trail dust as they move. Tanks blow up a dust cloud when firing their main guns. These effects give the battlefield a dynamic and chaotic feel that add to immersion.
When I first saw Operation Flashpoint I was amzed at the DUST kicked up by vechiles. Add's a lot of atmposhere to see 10 tanks all turn thier engines on at once
Localization
This year we added client support for the German, French and Italian languages. Now players from around the world can play WWIIOL in their own language. This has resulted in the growth of players from outside the U.S. outpacing growth from inside the U.S. for the first time. The introduction of a localizec client will assist in our plans for releasing the game into new territories.
A problem is that Euro players outside England, Franch and Belgium overwealming play as german, while the rest of the world is split 50/50. There's a theses in there for someone.
Special Events
The Special Events Team (SET) launched the Special Events program utilizing a new toolset that allows mission launching from the web. While this may not seem like a huge step, it dovetails into our deployment design and represents a crucial technology for brigade support for the primary campaign server.
SET Ran a series of scenarios linked together in a common historical thread called Battle of Britain, featuring the period at the end of the Battle of France leading into the historical Battle of Britain.
Operation: Dynamo was a recreation of the evacuation of Dunkirk. A force of British and French players tried to hold a perimeter around the Dunkirk CP while German attackers, consisting of infantry with assault gun support, tried to penetrate the defensive line and prevent the evacuation of British troops to destroyers arriving from England. The scenario ended in a defeat of the British, who lost most of their fleet trying to evacuate isolated pockets of infantry. It reduced the number of extra British infantry and destroyers in Sealion.
Adler Tag was a two frame scenario that featured battles between the LW and the RAF as well as some naval elements. Each frame exposed one of the phases of the historical Battle of Britain.
Kanalkampf was a simulation of the attacks against the British navy in the months leading up to the Battle of Britain. The Luftwaffe tried to destroy a British navy convoy off the coast of Kent while the German navy tried to get a group of destroyers within close proximity of the coast of Kent to “mine” it. At the same time the Germans had to safely get a certain number of transports for the Sealion landing fleet. The scenario ended in the Germans achieving all the objectives save destroying the Royal Navy convoy. It reduced the British destroy numbers for the upcoming Sealion event slightly and increased the amount of landing freighters available to the German forces.
The Few featured a series of air battles with the Germans trying to knock out British air bases with bomber runs while the RAF tried to intercept and destroy the german forces. The result was a draw for both sides, with each one losing a small number of reserve aircraft available for Sealion.
Operation: Sealion was a recreation of the german plan to invade England. Although it never occurred in history, it was planned for and the failure of the Luftwaffe to dominate the Battle of Britain was the reason for its cancellation. The scenario featured a large german landing of troops on the southern coast of Kent, both sides deploying a large Destroyer force to try to disrupt or defend the sea landings. Meanwhile a large air contingent tried to support each sides’ efforts. The result was a large scale battle along the beaches which culminated in the Germans narrowly retaining possession of a thin beachhead in England, and a minor victory.
Watch for new events in 2004 by visiting www.events.wwiionline.com
The events were the one BIG dissapoiement of the year. Very badly designed and managed, they were all overwalmining created to allow the axis to win. The event manager "megadeath" should be shot and kicked out. Instead he was promoted! I really hope events are far better this year from the travestys that occured.
Training
The first phases of the official WWIIOL Training Corps launched in 2003 combining an online repository of official and player-made documentation and guides with a 24x7 training server. A small band of players run scheduled training sessions on a variety of gameplay aspects. Be sure to visit the Training Corps at www.training.wwiionline.com
No comment, I don't need it :)
Thanks
Without the on-going support from every player who decides each month to choose WWIIOL we could not continue to create and improve on the game we all want to play. Special thanks go out to the entire Beta test team, High Command staff, Training Corp staff, HQ forum moderators, U.S. and foreign HQ website staff, translation team, Squad Commanders, Gms. Also thanks to all the community members who find time to create fantastic resources like TGPO's maps, WWIIOL Polls and many, many more.
Our plans for the future of the game are no less encompassing than what we've been able to accomplish in the past. Expect to see tons of new features and additions- and maybe a few surprises- in the coming months. We plan to publish a development roadmap early this year after a few things become clearer which should give everyone an idea on what we'll be writing in the 2004 edition of the year in review.
Cheers!
Chris 'Mo' Sherland
Executive Producer
This years 1.12 patch will appently FIANNLY fix the infamous HE bug and other bugs that annoy the players. I expect 2004 to see even greated changes than 2003, and we'll probably get Tigers and Ponys and Shermans and Typhoons.
And now for some pilot humor. Old but still funny.
Aces High BB - Pilot Humor (from an email):
"In his book, Sled Driver, SR-71 Blackbird pilot Brian Shul writes: 'I'llalways remember a certain radio exchange that occurred one day as Walt (my back-seater) and I were screaming across Southern California 13 miles high. We were monitoring various radio transmissions from other aircraft as we entered Los Angeles airspace. Though they didn't really control us, they did monitor our movement across their scope.
I heard a Cessna ask for a readout of its ground speed.
'90 knots' Center replied.
Moments later, a Twin Beech required the same. '120 knots,' Center answered.
We weren't the only ones proud of our ground speed that day as almost instantly an F-18 smugly transmitted, 'Ah, Center, Dusty 52 requests ground speed readout.'
There was a slight pause, then the response, '525 knots on the ground, Dusty.'
Another silent pause. As I was thinking to myself how ripe a situation this was, I heard a familiar click of a radio transmission coming from my back-seat. 'Center, Aspen 20, you got a ground speed readout for us?'
There was a longer than normal pause . . . . 'Aspen, I show 1,742 knots'
No further inquiries were heard on that frequency.
-----------------------------------------------------------------------
In another famous SR-71 story, Los Angeles Center reported receiving a request for clearance to FL 60 (60,000 ft). The incredulous controller, with some disdain in his voice, asked, 'How do you plan to get up to 60,000 feet?'
The pilot (obviously a sled driver), responded, 'We don't plan to go up to it, we plan to go down to it.' He was cleared.
--------------------------------------------------------------------
The pilot was sitting in his seat and pulled out a .38 revolver. He placed it on top of the instrument panel, and then asked the navigator, 'Do you know what I use this for?'
The navigator replied timidly, 'No, what's it for?'
The pilot responded, 'I use this on navigators who get me lost!'
The navigator proceeded to pull out a .45 and place it on his chart table.
The pilot asked, 'What's that for?'
'To be honest sir,' the navigator replied, 'I'll know we're lost before you will.'
------------------------------------------------------------------------
More tower chatter:
Tower: 'Delta 351, you have traffic at 10 o'clock, 6 miles!'
Delta 351: 'Give us another hint! We have digital watches!'
----------------------------------------------------------------------
One day the pilot of a Cherokee 180 was told by the tower to hold short of the runway while an MD80 landed. The MD80 landed, rolled out, turned around, and taxied back past the Cherokee.
Some quick-witted comedian in the MD80 crew got on the radio and said, 'What a cute little plane. Did you make it all by yourself?'
Our hero, the Cherokee pilot, shot back with: 'I made it out of MD80 parts. Another landing like that and I'll have enough parts for another one.'
----------------------------------------------------------------------
There's a story about the military pilot calling for a priority landing because his single-engine jet fighter was running 'a bit peaked.'
Air Traffic Control told the fighter jock that he was number two behind a B-52 that had one engine shut down.
'Ah,' the pilot remarked, 'the dreaded seven-engine approach.'
----------------------------------------------------------------------
A student became lost during a solo cross-country flight. While attempting to locate the aircraft on radar, ATC asked, 'What was your last known position?'
Student: 'When I was number one for takeoff.'
- ----------------------------------------------------------------------
Taxiing down the tarmac, the 757 abruptly stopped, turned around and returned to the gate. After an hour-long wait, it finally took off.
A concerned passenger asked the flight attendant, 'What was the problem?'
'The pilot was bothered by a noise he heard in the engine,' explained the
flight attendant, 'and it took us a while to find a new pilot.'
----------------------------------------------------------------------
'Flight 2341, for noise abatement turn right 45 degrees.'
'But Center, we are at 35,000 feet. How much noise can we make up here?'
'Sir, have you ever heard the noise a 747 makes when it hits a 727?'"
NASIOC Forums - Sighting: X-Wing... no wait, Civic Del Sol (56k don't bother)
NASIOC Forums - Sighting: X-Wing... no wait, Civic Del Sol (56k don't bother)
I think it's cool myself.
JEEEEEEZZZZZZZES!?!? 1 109 == SEVEN AND A HALF HURRIES?!?!?!
WWII Online :: View topic - WOW !! 46 out of the first 50 better pilots K/D are German
Kill effectiveness of plane versus plane. (NOT OVERALL KILLS!)
SpitMkI vs. 109E -
SpitMkI's get 0.82 kills per death against 109E's.
109E's get 1.22 kills per death against SpitMkI's.
109E is 149% more effective that SpitMkI's
OR
A 109E is equal to 1.5 Spitfires.
Hawk75 vs. 109E -
Hawk75's get 0.37 kills per death against 109E's.
109E's get 2.71 kills per death against Hawk75's.
109E is 732% more effective than Hawk75's.
OR
A 109E is equal to 7.32 Hawk75's.
Dewo vs. 109E -
Dewo's get 0.71 kills per death against 109E's.
109E's get 1.41 kills per death against Hawk75's.
109E is 199% more effective than Dewo's.
OR
A 109E is equal to almost 2 Dewo's.
HurriMkI vs. 109E -
HurriMkI's get 0.36 kills per death against 109E's.
109E's get 2.75 kills per death against HurriMkI's.
109E is 764% more effective than HurriMkI's.
OR
A 109E is equal to just over 7 and a half HurriMkI's.
I DONT MAKE THIS SH!T UP PEOPLE! ;)
Virtual Australia - Silly Travel Questions
It's all true folks
Virtual Australia - Silly Travel Questions
# Q: Does it ever get windy in Australia? I have never seen it rain on TV, so how do the plants grow? (UK)
A: We import all plants fully grown and then just sit around watching them die.
# Q: Will I be able to see kangaroos in the street? (USA)
A: Depends how much you've been drinking
# Q: I want to walk from Perth to Sydney - can I follow the railroad tracks? (Sweden)
A: Sure, it's only three thousand miles, take lots of water...
# Q: Is it safe to run around in the bushes in Australia? (Sweden)
A: So it's true what they say about Swedes.
# Q: It is imperative that I find the names and addresses of places to contact for a stuffed porpoise. (Italy)
A: Let's not touch this one.
# Q: Are there any ATMs (cash machines) in Australia? Can you send me a list of Brisbane, Cairns, Townsville and Hervey Bay?(UK)
A: Hey, what did your last slave die of?
# Q: Can you give me some information about hippo racing in Australia?(USA)
A: A-fri-ca is the big triangle shaped continent south of Europe . Aus-tra-lia is that big island in the middle of the pacific which does not... oh forget it. Sure, the hippo racing is every Tuesday night in Kings Cross. Come naked.
# Q: Which direction is North in Australia? (USA)
A: Face south and then turn 90 degrees. Contact us when you get here and we'll send the rest of the directions.
# Q: Can I bring cutlery into Australia? (UK)
A: Why? Just use your fingers like we do.
# Q: Can you send me the Vienna Boys' Choir schedule? (USA)
A: Aus-tri-a is that quaint little country bordering Ger-man-y, which is...oh forget it. Sure, the Vienna Boys Choir plays every Tuesday night in Kings Cross, straight after the hippo races. Come naked.
# Q: Do you have perfume in Australia? (France)
A: No, WE don't stink.
# Q: I have developed a new product that is the fountain of youth. Can you tell me where I can sell it in Australia(USA)
A: Anywhere significant numbers of Americans gather.
# Q: Can I wear high heels in Australia? (UK)
A: You are a British politician, right?
# Q: Can you tell me the regions in Tasmania where the female population is smaller than the male population? (Italy)
A: Yes, gay nightclubs.
# Q: Do you celebrate Christmas in Australia? (France)
A: Only at Christmas.
# Q: Are there killer bees in Australia? (Germany)
A: Not yet, but for you, we'll import them.
# Q: Are there supermarkets in Sydney and is milk available all year round? (Germany)
A: No, we are a peaceful civilisation of vegan hunter gatherers. Milk is illegal.
# Q: Please send a list of all doctors in Australia who can dispense rattlesnake serum. (USA)
A: Rattlesnakes live in A-meri-ca which is where YOU come from. All Australian snakes, like taipans, blacks & adders, are perfectly harmless, can be safely handled and make good pets.
# Q: I have a question about a famous animal in Australia, but I forget its name. It's a kind of bear and lives in trees.
A: It's called a Drop Bear. They are so called because they drop out of gum trees and scratch & bite anyone walking underneath them. You can scare them off by spraying yourself with human urine, purchased at the pharmacy, before you go out walking.
# Q: I was in Australia in 1969 on R+R, and I want to contact the girl I dated while I was staying in Kings Cross. Can you help? (USA)
A: Yes, and you will still have to pay her by the hour.
# 21. Q: Will I be able to speek (sic) English most places I go? (USA)
A: Yes, but you'll have to learn it first.
Monday, January 19, 2004
WWII Online :: View topic - Book of Noob, Chapter 3 verse 41-50
WWII Online :: View topic - Book of Noob, Chapter 3 verse 41-50
bmbm
Joined: 01 May 2001
Posts: 1993
Location: Stockholm, Stockholm
Posted: 18 Jan 2004 07:09
Post subject: Book of Noob, Chapter 3 verse 41-50
Previously in the Book of N00b
Chapter 1
Chapter 2
CHAPTER 3
Overview. Unlearning. Quandary. The Gods rave. Oh-Nine. Ham and Cheese. Exultation. The Disciplinarian. Tuesday. Spitdweebs.
41
Didst he not have it all? Basketh in Glory didst he, and crooneth gleefully didst he many a times in that Abomination of Publick Entertainment, Pleiskul, over the measly kills he garnered, to the utter Scorn and Loathing of his Peers. Wondrous Voice Communication he had, a mighty fine Joyous Stick, Rudder Pedals even and an unlimited amount of Aircraft to wreck solely for his own Pleasure. And while all this was jolly good, he had neither Style nor Character, not the slightest glimmering of Humility or Humour. Thus bereft he could not enjoy his Game to Capacity, but spent his Time Grunting and Cursing in much Anger. Yet there was Hope, for he was on the true Path of Learning, in Pursuit of the Golden Rule of Separation. And that was exceedingly good.
42
With Battle raging ever Bitter in the Bullet-rent Sky of France, Belgium and other Whereabouts, N00b now wrapped in potent Warplane forgot much of his earlier Lessons, such as Humans are known to do. Among the first of these to yield was the Urge to resist Holy Altitude, second to that the Joy of hunting lone Infantrymen ‘round the oh-so-flat Terrain, third of these the Unflexibility of Unobtanium Trees, thus ending his Escapades in predictable Misery.
43
But what of Separation Thee ask? Of what Earthly use is that, particularly since Distance is a Commodity of which one has either too much or too little, surely it is nothing to bother oneself with? So didst the N00b ask the Gods, and wearily didst they Sigh and shake their Gold-lock’d Heads at this Brazen Incompetence.
44
“N00b! Foolish Unknowing N00b! Unlearned art Thee! Hast Thou nothing seen, nothing gleaned through this Year of Furballing? Knoweth Thee not the Abysmal Dread of being played for the Sucker? Hast Thou never closeth on an enemy without being able to bear Thine Guns effectively upon He? Hast Thou never felt like Ham or Cheese inbetwixt two Loaves of Bread? That oh Pitiful N00b is the wondrous Realm of Separation working to smite Thee!” So boometh the Gods to the cowering N00b, and he begun to see that it might be good.
45
This was the Golden Age of the Run-Oh-Nine, the Uberific One-Oh-Nine, the Era of the Unbeknownst Tri-Oh-Nine, the Age of sordidly Open’d-Canopies-o-Gamey-Vision, the Dark Age of WWIIOL when hordes of yellow-nos’d Bastards dived down and blasted sadly Handicapp’d Opponents from their pockmark’d Runways, the futile Hammering of Cross-Eyed Ottos notwithstanding. This too was the Age when many an Opponent slipped quietly away or circumspectly donned greyish Garb instead. Verily didst the Bastards laugh merrily at this and much Posturing and Crowing was noted in Pleiskul and Elsewhere on account of their wholesale smiting of hapless Victims.
46
So didst the N00b eventually learn the Golden Rule of Separation, though in manners none to pleasant. For verily didst he sucker himself to be the Ham or Cheese, or even Cold Turkey for those so inclin’d, by vainly following zooming Bastards while Buddies above came booming with Nose-Guns a-twinkle. By the same Token didst he finally grasp, through many a false Start, that slavishly and over-zealously following his Winged Man in his Attack yielded little Opportunity of his own.
47
Quite by Chance and certainly not by Design didst he one Day delay, perhaps of Fatigue or maybe merely General Sloppiness, his pursuit of Winged Man. Lo and behold! As Winged Man made his bid, and missed, the Quarry, stunned but not cowed, recover’d and took Chase! By then our N00b was just in firing Range, and quite steadily and comfortably so. The evil enemy thus bracket’d, he smote him with little Effort. Loudly didst the N00b exult: “Wheee-Ha! Man, did you see that! Now art I surely a proper Fighter Puke!” Cutting across his Leader’s curve, such as he previously had learn’d, and formatting on his anxious Six, he awaited the Gods Retort: “Nay, a Fighter Puke nor Shit Hot art Thee not, Thee art nothing but a Lucky Puke – but decent Promise do Thee show.”
48
Yet Separation is an elusive Craft not easily master’d! On this Occasion N00b was doubly graced, for his Winged Man was known and feared as a Stern Disciplinarian. “N00b! Where art Thou? I cannot see Thee!” said he, and yet N00b was no more than a Stone’s throw away! Surely must he know that N00b clung to his Tail like the Blue Blazes! “I am here Master, following Thee as Thou has instructed and as the Gods themselves have ordain’d!” the N00b hasten’d to utter. “F00l! Damned N00b! When Thou flyeth right behind me I cannot see Thee, fly Thou on my Wing instead, and promptly so! FFS!” Thus didst the N00b finally understand what Winged Men and Separation had in common, and that was incredibly good.
49
One Day in WWIIOL, possibly a Tuesday, a most Almighty gnashing of Teeth arose from the grey-clad Camp, and a most awesomely thundering “Yahooo!” and “w0000t!” from the opposite Leaguer. For on this Day the Gods unleash’d a most conspicious and heretofore nearly extinct Species, on the unsuspecting Masses – the Spitdweeb! Previously confined to a Barren and much Remote Island, a good 20 minutes distant from the closest whiff of Cordite, the Spitfire could now be had on Continental Fields. While certain hardy Souls didst brave their Boredom and fly this outrageous Distance for their 20 seconds of Six-Gun Glory, from now on most everyone could go aloft on Elliptical Wings. Thus the Spitdweeb wert born. And it was good.
50
Now facing a Foe most unrelenting and capable of running at Equal Speeds, verily quite able to turn inside and perform most wicked Stunts on the poor helpless Run-oh-Nines, the Yellow-Nosed ones grit their Teeth and fled to the Dirty South. There didst they find much easier Prey, oftenmost pathetically slow Curtiss Jobs, and so did their crowing not abate. “Farking Spitdweebs! Cheating Sons of Britches art Thee! No one and nothing can our Equal be, so therefore leaveth we Thee to Thine own Devices and jump all over these Frigging Frogs, Tee-Hee!” sayeth they. And high in their Abode didst the Gods snicker and snort.
To be continued...
Choose Your Own Adventure TWO - I like this version better
WWII Online :: View topic - Brigades - Choose Your Own Adventure TWO - Ch 3 UP!: "csanders
Joined: 03 Sep 2002
Posts: 724
Location: Eden Prairie, mn
Posted: 16 Jan 2004 04:39 Post subject:
You choose B.
You: I'm going!
Lthneck: Thank you son. It's soldiers like you that make me glad I'm here to kick kraut ass. Now here's what we have to do. The northern sector of Antwerp is being harassed by light enemy troops. We think the enemy unit is here for scouting and recon for a heavy panzer division waiting in the N. We need those Northern bridges taken out, and taken out pronto!
You: I can do that sir. I was my squad's demolition engineer for 2 months. I've downed over 23 bridges.
Lthneck: Is that right? You've destroyed over 23 bridges in 2 months?
You: Yes sir.
Lthneck: God damn boy! I had a gut feeling you were the man for the job. Your mother must be proud of you! We're going to send out some Daimlers up north to see if they can make contact with the panzer division and then report their position and numbers. Hopefully on the way up, they will clear out the infantry along the river. That will be your cover to work with. We move out in 1 hour.
You: Yes sir.
Lthneck: I can't hear you boy!
You: YES SIR!
Lthneck: That's better. Dismissed.
...
(1 hour later)
You: 1337d00d, stay to the left.
1337d00d: Yes sir.
You: Don't call me sir. I work for a living haha.
1337d00d: YES DRILL SERGEA... Wait a second, what rank are you?
You: Colonel.
1337d00d: That's an officer rank. As in off-eh-SIR. It should be 'Yes sir.'
You: Whatever. Do you see any contacts to the west?
1337d00d: No sir.
You: No colonel.
1337d00d: No, I'm a corporal.
You: No, I mean me. I'm a colonel. You say 'no colonel.'
1337d00d: Yes colonel.
You: Did you just roll your eyes at me?
1337d00d: No. I don't think that animation is modeled yet.
You: Not you're avatar. I mean you personally?
1337d00d: '.emote rolleyes'
You: Hahaha funny man. Ok. Crawl ahead to the next treeline, and watch your left flank.
***
Then it happens. You see it, the reason why you aren't a general. The thing that caused you to lose a whole platoon in the Brussels offense 2 maps ago...
SHEEP!
The forbidden, sweet, sweet temptation that is 'sheep'
***
You: Oh those filthy little sheep-whores, why must they tempt me so.
1337d00d: Come again?
You: 1337d00d, halt advanced! Come over here pronto.
***
1337d00d runs over
***
You: hold the big one.
1337d00d: The big what?
You: Sheep! Are you blind?!!!
1337d00d: They aren't moving sir, and they are all the same siz...
You: Am I the CO here? Yes? Do what I tell you to...
***
Right at that moment a German MG opens up on you and 1337d00d and you are both wiped out.
***
**Game Over**
Last edited by csanders on 16 Jan 2004 17:31; edited 3 times in total"
Sunday, January 18, 2004
Allied Headquarters :: View topic - Strategic Warfare Ribbon Awarded
Allied Headquarters :: View topic - Strategic Warfare Ribbon Awarded: "As Allied CinC, I hereby award the Strategic Warfare Ribbon to all those Allied players who flew Strategic Bombing Raids.
These efforts proved to be a key feature in the Allied win for Campaign #7.
S! all for an outstanding effort. Wear your ribbon with the honor it denotes.
AJV
Allied CinC
_________________
Gen AJV Allied CinC "
Allied Headquarters :: View topic - Campaign #7 Victory Ribbon Announced
Allied Headquarters :: View topic - Campaign #7 Victory Ribbon Announced:
"Allies you worked together as a TEAM and earned as very nice victory last campaign. In recognition of that accomplishment, I am issuing the following ribbon to be worn by all those who helped in the effort.
This ribbon depicts the denied PZ3H. The Allies were able to attain victory before this prized piece of Axis equipment ever made its way to the battlefield.
S! all for an outstanding effort. Wear your ribbon with the honor it denotes.
AJV
Allied CinC
_________________
Gen AJV Allied CinC "
Allied Headquarters :: View topic - Too Much info?
Allied Headquarters :: View topic - Too Much info?
Aliance wrote:
Take the Bde/Div CO's/Xo's - check there history per day and you can effectively track whole units around a map showing deployment (Something im gonna do later)
With Bde Spawning comming up, the whole point of the system is not know where the enemys armoured/Infantry/At units are placed, and being unable to easily track them so you can block them.
With this much info the possibilities are endless....
YES YES YES! Please gawd, YES!
This is GREAT! FIANNLY I can have SOME (not perfect) idea of who the heck I'm fighting. Who WAS that unit that got 20 PZIIIH's surronding my AB in a minute out of nowhere? Who was that unit that had 30 He111's bombing Canterbury? What unit was defending the town I just took from under their nose in 4 minutes?
One ENTIRE point of BDE spawning is FINDING OUT WHO THE OTHER GUYS IS! Am I facing group of axis trolls who I will take GREAT Pleasure in beating?
Please create such a tool. I think it'd be REALLY cool if I could check the latest intel for the last 24 hours and discover that the 16th Panzer Divsion that WAS fighting the french has now moved AO's top face ME because we're pushed them back so far they gave orders to reiforce MY sector.
INTEL right now DOES NOT EXIST. I have NO idea who's on the otherside! The only people I can ever identify is Oj attempting (usually unsuccsuffel) to do a YAMF attack or way back when a 94th armoured attack!
NOW I CAN DO INTELLEGENCE ANYALSIS.
We need someone to create an G2-S2 tool
Monday, January 12, 2004
WWIIOL ANZAC's 4th birthday today (10/1/2000)
I didn't join the squad till post WW2OL launch for some time. After a disaster that was the EQ guild I was part of, I wanted to make sure I joined a squad who played in MY time zone and one were I could keep up with.
Well 1 out of 2 ain't bad.
Sometimes I wish there was another ANZAC squad on the allied side, kinda like woundering if we're the only intellegent life in the universe. I mean, we're IT. There isn't another squad like us I think. We tend to dominate our part of the front in our timezone when we're all online, and I don't know who we're fighting, I know there's some german units with ANZAC's in them, but they never seem to be fighting us.
4 Years. Wow. My EQ guild disintergrated after 4 MONTHS. However, I hear my old RAAF squadron from Warbirds is still going so we still have a long way to go :).
WWII Online :: View topic - Sealion Refund?
WWII Online :: View topic - Sealion Refund?: "yello1 wrote:
Just as it seems they learned from Phase One to give corrections for game errors and adjust the forcepools accordingly, a lesson learned from the first Scene where UK losses were caused by bugs. This lesson learned led them to compensate Gerry for his lost transports in Phase Three. You would rather they kept the errors in until they had erred for both sides?
The germans lost a 30 minute lead time because 2 of thier ship drivers drove the ships onto a sandbar. They had another 4 hours to try again and avoid making a mistake. Instead CRS and the Set team decided to avoid them having to fight thier way across the channel and spawn an entire army in England from a town thier 'paratroop' 5th coloum was capturing 2 minutes 15 seconds after the allies were allowed to spawn in.
This was no 'error'. It was delibrate, and must have been planned for in a eailer time period (Possibly along the lines of.. 'what IF the RN and RAF sink all the german transports? We can't have NO panzers arrive in England, it wouldn't be fair').
Quote:
I mean really, I cant imagine CRS would let blatant bias go on. It would be too damaging to their business.
Didn't the lack of sign ups indicate this IS WHAT'S HAPPENED ALREADY? The bias occures every single event it seems. Only 5 guys from my squad signed up for this one, compared to 15 during one of the eailier fiascos. There are reasons for this, demostarted once again yesterday.
Hopefully, this will be the LAST time the damage to their business WILL be allowed to continue, and the next event will not have the same magnitude flaws and errors.
GHQ on the allied side admited to making mistakes. I made a big one by not detailing someone to cover the Deal-Dover depot. That's perfectly fine. What is NOT fine is mistakes caused and done by the events team whose results fall on the players head from a great hight."
Sunday, January 11, 2004
WWII Online :: View topic - Sealion *Two Thumbs Up*
WWII Online :: View topic - Sealion *Two Thumbs Up*: "aismov wrote:
Yep, I was CO of the 1st FJ, and after some difficulties with the Event launch screen, I was able to log in for the defence of the Folkstone AF.
As Fallschirmjager units, we had NO tanks on the AF, or anywhere near it, period. We had maybe 8 PaKs and some FlaKs, along with 2 88s which came later in the event.
GLAD TO KNOW SOMEONE HAD AT AND AA GUNS.
Becuase the allied defenders DIDN'T. 88s!?!? I spose they came via SUBMARINE, because they sure as heck didn't come by no boat.
Now then folks, note what he says...'I was able to log in for the defence of the Folkstone AF.'. An allied airfield. DEFENDED by German oparatroops before the allies can SPAWN IN.
HOW IS THIS DEFENSEIBLE? Megadeath should be sacked.
Back to top
"
WWII Online :: View topic - Was there ANY allied players happy with Sealion?
WWII Online :: View topic - Was there ANY allied players happy with Sealion?: "Sim, we were TOLD by the orgaizners that only German infantry could spawn in England,and with reducded spawn lists.
You had a Pak gun in deal! An AT gun! We had 2 sappers! While there was only 2 of us in Deal on guard duty, when the EWS went off for panzers and infantry about 10 people were avilable to spawn in. The Deal spawn list was emptied within 5 MINUTES of the spawnable depot being capped (I admit, we we're covering it as well as we should, we mroe worried about the Dunkirk depot, a mistake in hindsite). You had 3 panzers able to camp the infantry spawn AND bunker (no need to worry about the vechile spawn). We had nothing to kill them. Nothing at all.
This continues the patten and expectactions of ALL previous events."
WWII Online :: View topic - Sealow *two thumbs down*
WWII Online :: View topic - Sealow *two thumbs down*: "yello1 wrote:
Do we really need to give the SET team such grief about it? The SET team gets to design it ONCE, without playtesting. So give em time. They will get better at it. If you dont negative wave them into quitting.
This is the 5th or so time we've gone through this. How many saving throws do they get anyway?"
WWII Online :: View topic - Sealow *two thumbs down*
WWII Online :: View topic - Sealow *two thumbs down*: "Thanks for the sum up Transarm. Considering the sheer injustice that was this fiasco, you did well I think. The one big mistake allied GHQ did was telling everyone the event had 10 minutes to go, when it had 1 hour 10 instead. This dislocated a lot of the attacks. The manuavering I could see via text worked as far as I could see, and I think you did a good job with what you had.
Megadeath should never run a scenerio again, and all those involved in it's planning should be replaced.
The NEXT scnerio should be a briagde vs kampgruppe balanced and equal meeting engamenet. Free too.
However, I have full confidence the NEXT event will be Dippe. THIS time with all the realism and rules nesscary to give the correct historical outcome. 5 events and EVERY ONE has been FUBAR for the allies. Rembemer what FUBAR stands for. It is an indictment and should have been fixed MONTHS ago.
50% of the players ended up disgusted. It FAILED."
WWII Online :: View topic - Sealow *two thumbs down*
WWII Online :: View topic - Sealow *two thumbs down*
levi822 wrote:
***EDIT***we had to get everyone together and farey them across the channel on fairmilles and frieghters....
we had 2 or 3 freighters CTD i reported it to Megadeth...
Yes. And another 4 hours to spawn another one and move it across the channel.
Something that Megedeath did not do.
Mind telling me where the Pak gun I damaged in Deal after you owned it came from? Submarine?
Megadeath should resign or be fired. The Royal navy and Air force torpedo bombers were USELESS becuase the "5th Coloum" paratroopers captured Folkstone before any of the defenders were able to spawn in. Panzers, 88's, Half tracks flak guns and pak guns were then spawned in ENGLAND when the defenders had 2 sappers avilable to kill them in all the costal towns,
WWII Online :: View topic - Sealow *two thumbs down*
WWII Online :: View topic - Sealow *two thumbs down*
Only inf only list, with no sapper for 30 minutes. Pz's showed up there by MO (i believe by him) because one of the freigter CTD-
AND THERE YOU HAVE IT FOLKS.
CRS Game masters changing the rules mid game because the germans have not yet learned how to load a ship at dock.
Apperntly CRS throught that 4 hours wasn't long enough to get ANOTHER freighter over to england, and the germans needed the panzers there and then.
I also like the bit about the germans having nothing but paks and lflaks. The DEFENDING side didn't have any such luxieries. When 3 panzers came to deal, we had 2 sappers to deal with them.
WWII Online :: View topic - Sealow *two thumbs down*
WWII Online :: View topic - Sealow *two thumbs down*: "sprouto wrote:
...we were still able to cross the channel virtually unopposed and land just off of Dover, where, after 90 mins, we eliminated the defenders and began landing our armored reserves.
Ahem. The RN and RAF wasn't allowed to STOP you landing at Dover so ofcourse it was unopposed. As were you're 'paratroops' who took a flag 2 minutes after the allies spawned. Mabye the German waiters who had been hiding in the Folkstone bars and bistro's arrived to give you the table?
Armoured Reserves? WE were assured by the GM staff that ONLY infantry would get spawn lists in England, everything else would be brought over. Appenrlty not."
WWII Online :: View topic - Sealow *two thumbs down*
WWII Online :: View topic - Sealow *two thumbs down*: "
Joined: 01 May 2001
Posts: 2081
Location: Melbourne, AUSTRALIA. Also DIEST, Belgium May '40
Posted: 11 Jan 2004 09:16 Post subject:
WHY WERE PANZERS AND GERMAN AIRCRAFT SPAWNING IN ENGLAND!?!??????????
Ya know what the Deal defence was?
30 Rifles
5 Smgs
2 Lmgs
2 Sappers
ZERO AT
ZERO AA
And for 90% of the battle it conistsed of 2 rifleman, myself and rabbitldr.
30 minutes AFTER GHQ told us the battle would be over....3 panzers and 2 ei show up in deal. I lost both sappers when the Panzer IV I I didn't see appereard in front of me at a range of 10 feet. Kapowie. Panzers set up camp around infantry spawn as more ei than the entire British East coast has Smg's spawn in to finish the job.
So we hid in the Dunkirk depot, waited for the sounds of combat to end. Snuck out, and the first thing I see is a Pak gun.
A &U*() PAK GUN!?!? Where the hell did THAT come from!?!? The defenders of england arn't allocated so much as a 2 pounder but the ENEMY can spawn THIER AT guns (and don't tell me you used a transporrt space for a PAK gun for crying out loud).
AT WHAT POINT WILL THE ALLIES GET A SCENERIO?
1944? 45?
Yet again, a disgrace and a fiasco.
Amusing point of the game- > .allied asking allied troops not to flame too much at the end. Ha ha ha ha. ROTFL. Harsh Language is ALL I had to fight magical teleporting Panzers and Pak guns."
This one sums up everything.
WWII Online :: View topic - Sealion was almost a Draw - well done both sides
sim wrote:
And I'm not sure why you think that sign up limitations only affected the Allies. There were supposed to be 65(!) of us in the 100th. I spend hours in these forums recruiting for my unit and got 35 guys to sign up and about 30 to show - with one of 3 Majors never showing and 2 of 6 squad commaders absent or late.
ONE allied unit had 30 members. The others had 7 or so, or 2, 1 or 0. I belive all allied ground commanders and command units DID have people in them for the majority of the fiasco. You had 31 people attacking Folkstone and 17 defending it.
Quote:
And once our entire force was wiped out, it was all a matter of on the fly command - Spawn here, do that, advance this group to X, hold this group in defense at Y, WITHIN our reduced element.
Yet ANOTHER fault in the scenrio. The allied counter attack units WERE SUPOSED TO BE MANNDED BY THE SAME PLAYERS AS THE DEFENCE UNITS. In other words, either defend the towns or spawn the armour. Pick one, you're only allowed to have players assigned to do ONE of these two jobs.
Which meant for example we had NO reserves to move to deal once dover fell, because they were all in Ashford and moving in groups in the size of 1-5 to Lypne. Hecko, we'd already used the 10 rifles for home guard defence in Deal and moved them to reinforce DOVER after the intial attack there.
Quote:
When you have thirty guys, none of whom were assigned to spawn in Dover and 1/3 are reconning one FB, 1/3 another FB and 1/3 holding the town you can see that it's VERY possible to re-deploy on the fly.
My god, what I would have done with FIVE guys. Hell, just 2 more would have doubled my defence force at Deal. Allience said on here that he saw 8 tanks camping Deal. EIGHT!?!? We had 2 sappers! That's 1 change PER TANK! I only saw or heard 3 myself, but once the first PZIV drioved right up the road, ignored the AI (which ignored it)_and parked in front of the bunker, I never managed to cross the road from the Dunkirk depot (which I assumed would be youtr target, as far as *I* knew from the rules you would need to spawn in England!).
I think I did quite well redeploying Rabbit to the bunker from the church and getting the reamining defenders to hide after the Panzer Camp set up. There was I think 5 of us hiding in Deal when you finished the spawn camp (If you'd looked around, you would have noticed the CRS bird filiming us in the Dunkirk Depot). Considering we only had 20 rifles, 5 SMgs, 2 Lmgs and 2 sappers before you arrived, saving 5 rifles I consider the hight of leadership and ability (the other 10 rifles had been sent to Dover before it fell).
Quote:
And as Matt said, the 2 guy myth is only an insult to the Allies who DID spawn there on the fly to try to hold - just looks like their commanders gave up on them, not the players who were actually there.
THEY ALL SPAWNED IN ON HIGH COMMAND ORDERS. Often those "players" WERE the commanders, because we had so few to begin with! The CinC spent most of his time moving matties from the reserve to the front! A lot of the players boucned around from crisis to crisis to high command orders BECUASE there was leadership, not it's lack.
Quote:
Again - NOTHING went right out of the gate for the 100th. We never got a Freighter to leave Callais because both tries ened up with a clip bug explosion. And we never got our armor element up for that reason (though 7 sleep on the bottom of the ocean after spending 1 hour loading them up.)
AND YOU HAD ANOTHETR 4 HOURS TO TRY AGAIN. Instead CRS GAVE you a full spawn list in Dover and Folkstone that COULD NOT BE STOPPED by either the RAF or the Royal Navy. Instead of being punished for thier incompatance (Perhaps you should recuit some Allied freighter captains next time, some of us are quite good at docking and undocking ships from habours) and having to spent extra time moveing across the channel, you spawned IN ENGLAND with a larger and more diverse spawnlist than the defenders had.
Quote:
When the men of the 100th loaded up on a DD and just went for it, they got to a Dover covered by 2+ DDs and as Trans notes FOUR (!) Vics there.
Those vickeis DROVE there. At least one (melloy I think mabye wrong, name starts with M) came down from up north (Canterbary I think, mabye the town N of Derrigton) and DROVE to dover. He came down into deal from the north and helped patrol it for awhile until german infantry landings at Dover, when he and the rest of the Marine moterised unit (7 guys and a truck) were ordered to over. Landing infantry at dover without tanks was never going to work and you paid the penatly for it.
Since when did the VICKY become such a threat anyway? You're LMG's can kill it.
Quote:
All this could have conspired to make everyone lose hope - but no one did.
GHQ posted a .allied at the end asking people not to flame on the fourms because we ALL KNEW what had happened. Many people appenrtly logged off early in disgust. Those who did stay were determined not to let the axis get away with it, and we came very close to stopping it. The near complete and total allied player base is unanimus in it's feelings over the event. THAT didn't occur because of a few threads on here.
Quote:
Because in the end, part of the game - a LARGE part - is adapting on the fly in the field to play the hand you've been dealt as best you can.
We looked at the spawn lists before we started. We complained then. We complaied during the planning, exacution (the cotinued messages from allied GHQ to CRS and SET people asking WTF the german DD's and spawn lists came from) and conclusion. We played with the hand we were dealth with fair the square. The 9 german DD's who spawned when told not to, appenrlty did not feel like doing the same.
Quote:
That their fellow players deny that and that they apparently did so in a haphazard fashion without explicit leadership is a testament not Megadeth's initial force allotment but to their courage in the face of failed Allied command.
HAPHAZED!??! They all spawned where they were told to BY ALLIED HIGH COMMAND. Not until the last hour did command and control break down and even THEN the german attacks north of deal and into Lympne failed (in Lynme's case, by 1 minute). I'm amazed the command and control HELD for so long considering what occured and what every allied player could see was happening. CinC GHQ posted a AAR somewhere that detailed the command and control, and how through a few incorrect choices, the command and control is what effected the battle. It wasn't lone allies spawning in cities under attack because they saw the EWS going off.
Megadeath's inital force alloment was wrong (ZERO allied AT and AA on the coast for example), the rules were wrong (allowing german units to contest Folkstone within 30 seconds of the allies spawning in, what did they do, walk past the POLICE force?), the exacution (GIFTING the axis spawnable in england for no good reason) and conclusion (the incorrect scoring and biased victory conditions).
This indictment is damming.
WWII Online :: View topic - Sealion was almost a Draw - well done both sides
WWII Online :: View topic - Sealion was almost a Draw - well done both sides
WWII Online :: View topic - Sealion was almost a Draw - well done both sides
WWII Online :: View topic - Sealion was almost a Draw - well done both sides: "yello1 wrote:
Leadership at Lympne was superb. All Home Guard forces worked as a team, moving as one man to the point of attack and defending mightily until all were destroyed by overwhelming force.Kudos to the Lympne Home Guard!Oh, by the way. The Lympne Home Guard was an Army of one - Me. Course we were backed up by Regular Army, Bigguz and Gigi..
Kudos indeed yello. We had twice as many defenders at Deal and it fell to a camp in 1/10 of the time that you held Lympne (which we STILL owned at the end with the Lympne airfield).
Well done. I salute you."
WWII Online :: View topic - Sealion was almost a Draw - well done both sides
WWII Online :: View topic - Sealion was almost a Draw - well done both sides: "The AF at Lympe...
Ah yes. The AF bunker. The same AF bunker 4 allied soliders got killed by 20mm HE THROUGH THE ROOF OF THE UNDERGROUND BUNKER.
I was lieing on the ground UNDER the table when I got shot."
WWII Online :: View topic - Sealion Refund?
WWII Online :: View topic - Sealion Refund?: "yello1 wrote:
Do you really think they hacked new DDs out of thin air?
Hook, Line and copy of fishermans monthly.
Yello, the ALLIED navy was TOLD by the GM's NOT to spawn the addional DD's because they wern't supposed to be there.
The German navy either was not told or didn't listin. They spawned a further 9 DD's after thier first 12 were sunk. EVERYONE IN THE GAME got the message for German DD's to despawm immidatly. Reports indicatre they did not.
Quote:
Just point out the issue to the SET team and let them deal with it in future Events.
We've DONE that. Every time. And everytime, it happens again and again and again. I gave the SET team a chance, 5 chances. Yet again, they failed.
Quote:
Arent the force pools there for every one to see? People were complaining about the lopsided numbers in this Scene long before it started
The ALLIES were TOLD that NO german armoured units could spawn in ENGLAND (little lone Axis AIR) and that only infantry and FEW infantry at that!) could spawn there either. Instead they get a larger spawnlist than the entire allied RESERVE units AND thier sop called 'paratroops' are equipped with AT, AA guns, LMGs and Sappers, something the defenders were not allowed to get (well, we got 2 sappers and 2 lmgs). SO yes, we complaied. And got told lies in return.
Quote:
Do you REALLY think the Rats favor the Axis? How stupid is that?
Yes, yes I do, now. At least the SET team does. And practicly every single allied player from the CinC DOWN, belives the same thing.
Quote:
Its 1940 - MAY 1940. If the Axis DIDNT win most of the maps the game would be a sorry arsed simulation of the begining of WWII.
I agree. EVERY SINGLE SIMULATION EVER DONE by compatant athorities shows that Sealion WOULD and DOES [b]fail[\b]. Not so in the SET team land.
Quote:
If you DO then be patient. Eventually 1944 will come and this will all turn around if the simulation is crafted properly.
Not good enough. I pay my 2 bucks for an evert NOW. Not an event in 4 years time."
AND NOW, SEALIONS GREATEST HIT!
The following are my posts from the day after Sealion.
WWII Online :: View topic - Sealion Refund?
At Dunkirk, the allies lost because the 64 limit stopped the infantry from seeing the royal navy destroyers. No CRS involvment was used to help the allies.
In Sealion, the axis lose 2 freighters to thier own incomptance, and CRS gifts them a spawnable army base and airfield in England. CRS envolment totally negates the Royal Navy, the Royal Airforce Torpedo bombers and the great victory these units achived over the German destroyers.
We were robbed. The prepetrators struck again, just like all previous events. Naturally, they got away with it, again.
This time, they made us PAY for this privilage.
Event Stats.
WWII Online Events: "Major Comstar
Role: Unit Commander
Country: England Branch: Army
Based: Deal Launched: Jan 10 1300 CT
Vehicle: NA
Orders
After Action
After Action Report not yet available.
Summary
Sorties: 19
Kills *: 4
Captures: 0
Kill/Death: 0.29
Kill/Sortie: 0.21
RTB: 5
RESC: 0
MIA: 0
KIA: 14
Avg ToM: 12 min
* Indicates the number of claimed kills. This number includes actual kills.
Who Comstar Killed
Callsign Rank Role Vehicle When
Vonpavtz Cpt C Rifleman (DE) Jan 10 1609 CT
Rolone Pvt C Rifleman (DE) Jan 10 1654 CT
Krispyjc Maj MC SMG (DE) Jan 10 1654 CT
Santa04 Pvt C Rifleman (DE) Jan 10 1655 CT
Who Killed Comstar
Callsign Rank Role Vehicle When
Muzzy PFC C Rifleman (DE) Jan 10 1551 CT
Sparadox Cpl C PzKpfw IV D Tank Jan 10 1601 CT
Sparadox Cpl C PzKpfw IV D Tank Jan 10 1604 CT
Sparadox Cpl C PzKpfw IV D Tank Jan 10 1605 CT
Sparadox Cpl C PzKpfw IV D Tank Jan 10 1606 CT
C918 Pvt C Rifleman (DE) Jan 10 1608 CT
Joxy Sgt C Rifleman (DE) Jan 10 1635 CT
Vilsh Pvt C Rifleman (DE) Jan 10 1636 CT
Santa04 Pvt C Rifleman (DE) Jan 10 1637 CT
Signasty Col UC Bf109E-4 Jan 10 1651 CT
Krispyjc Maj MC SMG (DE) Jan 10 1654 CT
Krispyjc Maj MC SMG (DE) Jan 10 1654 CT
Santa04 Pvt C Rifleman (DE) Jan 10 1655 CT
Facilities Comstar Captured
Facility Type When
No captures found.
"
Instant Axis Army Dover
WWII Online :: View topic - Sealion *Two Thumbs Up*:
"rustynil
Joined: 02 Sep 2002
Posts: 313
Location: Evanston, IL
Posted: 11 Jan 2004 15:57
Callsign Rank Role Vehicle When
Between Folkestone & Lympne:
Gfm50 Col UC PzIIc Tank Jan 10 1426 CT
Dagunny Col MC PzKpfwIII E Tank Jan 10 1430 CT
Horthgar Cpl C PzKpfwIII E Tank Jan 10 1447 CT
Dover:
Sprouto Rifleman (DE) Jan 10 1500 CT
Sparadox Pak 36 37mm AT Gun Jan 10 1500 CT
Sparadox Pak 36 37mm AT Gun Jan 10 1501 CT
Eddog123 Flak 36 88mm AT Gun Jan 10 1502 CT
Krispyjc Sapper (DE) Jan 10 1502 CT
Sparadox Flak 36 88mm AT Gun Jan 10 1502 CT
Santa03 Flak 30 20mm AA Gun Jan 10 1503 CT
Pibe250 Pak 36 37mm AT Gun Jan 10 1503 CT
Pibe250 Pak 36 37mm AT Gun Jan 10 1504 CT
Horthgar Flak 30 20mm AA Gun Jan 10 1504 CT
Santa05 Rifleman (DE) Jan 10 1505 CT
Terry231 PzKpfw IV D Tank Jan 10 1505 CT
Jakob45 Flak 30 20mm AA Gun Jan 10 1506 CT
Vonpavtz PzIIc Tank Jan 10 1509 CT
Eddog123 Pak 36 37mm AT Gun Jan 10 1509 CT
Sim Rifleman (DE) Jan 10 1510 CT
M2 PzKpfwIII E Tank Jan 10 1511 CT
Pibe250 PzKpfw IV D Tank Jan 10 1511 CT
Rolone Flak 36 88mm AT Gun Jan 10 1512 CT
Vonpavtz PzIIc Tank Jan 10 1513 CT
Equipment Kills in Dover:
5- Pak36s
3- 88s
3- Flak 30s
2- PzIIcs
1- PzIIIE
2- PzIVD
I would have probably gotten more, but they were rolling out of the AB so fast I couldn't keep up with them.
I think those speak for themselves as far as Instant Army at Dover. And yes....I was the DD that got killed by the sapper. But it was actually the 88s that had me sinking. I think the sapper got the last hit.
It was fun...but got rediculous. S! to all the Axis and Allied players.
"
Transam sums up the allied forces in the fiasco that is Sealion
WWII Online :: View topic - Sealow *two thumbs down*
transam
Joined: 19 Jan 2002
Posts: 111
Location: Schaumburg, IL
Posted: 11 Jan 2004 18:00
First off I would like to post to the germans our plan anything they did not know about, I would like the CinC of the germans to do the same just the overall one. Please post or PM me the details.
We were suppose to spawn in from back line towns and drive the main bulk of our troops to the front. We were aware German paratroopers would spawn and were aware of resupply from air and sea. We had 3 regiments of troops 3 reg of Vickys and 5 home guard units. The Main troops had about 25 able with sappers lmgs and SMGs’. We had 1 and half troop units full for the event. The home guard was 10 rifles per city. We had the Vickers with 7 guys.
We expected a landing at lympne or folkstone with the bulk of our Infantry posted there to start. We didn’t know where or how the paratroopers would drop out side of we knew you couldn’t cap before we spawned. Other units involved full load of DD and RAF at 70% with 10+ spits and the rest hurries.
At 1300 hrs we spawn we receive orders that folkstone is main drop site for German paratroopers. 1 reg 1 bat spawns folkstone at uses almost all supplies about 30 guys. German paratroopers start outside of town to the West forcing all troops to cross open fields to reach defensive positions. It is then reported Fairmiles are landing Infantry. Those landings I feel were not in the spirt of the game and should have been aboard transports. I PM megadeath and he skirted the issue saying it was highly unlikely that would happen. About that time I sent the 3 Regiments of Vicky’s to folkstone to hold AB.
It wasn’t until the Gamemasters allowed the germans to spawn the tanks, that died via a bug ,that we lost the AB suppression which was vital to my troop in route to folkstone from derristone and lympne. This “bug” was not reported to me and was not in good taste as it allowed germans to kill my armor units 10-15 mins to get into town was VITAL as I had a beddy 10 mins from town. We receive word that transports are landing between lympne and folkstone. I start to send troops to reinforce folkstone but is too late due to the overwhelming numbers folkstone is easily taken save for a miracle move by me to send the Vicky into the AB. Had I not it would have been a 2 second cap due to sheer overpowerment. Mathematically British INF would have to had killed 3 to 1 in order to defend that town. However it was built into our plan that it might be taken. At 1 hour for us 2 hours for germans we recived a injection of reniforcemnts in ashford and cantenbury of inf and at guns along with a few trucks. However we were not able to take advantage of these due to the sheer number of ground we were defending Dover lympne and some going into derringstone. Where is the RAF in all this?? Good question they took long routes to stay out of ENM air and the only reason they died was due to my orders near the end to fly ASAP to different points.
Ok so Folkstone is Capped Dover is being harassed. German armor is spotted near Lympne and dover. Dover defenders number around 15 lympne 4 and about 14-20 guys pulling resupply and pulling the matties forward from ashford. Heres where things happened bad. German armor along with infantry show up in force in dover draing supplies from deal and derringstone. Lympne is being encroached and I have 20+ already on the way to folkstone to take it back. The Allied armor ran into trouble and slowed which cost the folkstone attackers. This set back made us pull troops from catenbury. The attack on folkstone is finally called off and defence of Dover and lympne are priorities. Dover is lost after AB is camped. Deal is left.Deal is over run by massive german armor which blitz into the AB camping it. Which in some aspects is pay back for our action against german paratroopers. But on another token we didn’t have armor to counter it where the german transports would be landing killing those vickies. It is spoted VIA planes that 9 German DD’s are spoted near ramsgate. I am assured by RN commanders and players that they sunk 12 dd’s this puts the number at 9 I contact gophur he says and I quote “ Megedeath says no more should be spawning” I quickly give gophur the Co-Or he can’t loacat them and sends out a message saying to despawn in hopes they despawn with out and trouble which they do. My air recon flies over the german fleet to see 1 boat left. Where he just reported 9. Aside we take back lympne and start back to attack folkstone. We get almost there and germans attack lympne and now no troops are left we shuttle troops in and timer runs low. To make matter worse half the Allied players started saying that this Stunk and other choice words hurting moral making players leave. That left the defence of sandwich derringstone undefended at the end. I would like to point out some things to all players.
German army forces outnumber in players the whole british side. Although we had other advantages once the resupply kicked in it turned into the live server minus depots and was just camping.
German Air- there numbers were low but you had vast respawn list which allied planes did not so you could do semi kamazize runs killing 2-3 allied planes and not have to worry about dieing.
German landing. The most disappointing part was not being able to intercept the german fleet. There was no possible way to do it. Also since the transports CTD and the spawn list for the tanks appeared in folk it didn’t even matter that we intercept transports. All ground forces were landed and moving before the RN came close. Granted we got shelling ablities but that didn’t help due to amount of german resupply units.
Allied Reinforcements came 15 mins away and we didn’t have ANY players that run that to the front. We were so thin that at one point Comstar and rabbit were the only ones defending deal.
Our advantages?
Commanders had german troops had Squad tracker and more commanders we would have been wipped.
Trucks- although we couldn’t use them.
RN-Helped a lot but not to effective in over all scheme
RAF- Helped some but due to tight area constrains had to take long flight paths.
Final Note- I think the scenario was poorly planned. I sent a couple of emails to megadeth about it and I heard even the german commanders did to. I see more and more good PAYING people lose intrest in these scenarios. Why did the allies lose NUMBERS all about NUMBERs. I like the quote megadeath gave me “Go out and recuite via word of mouth” Ever heard that for every 1 person you upset 3 hear about it and won’t buy, well that is the case here.Well MO/GOPHUR/ CRS Stock holders, your employee is taking lots of fire from lots of people for the poor design of this event. Count the number of people who posted that didn’t sign up for this event and the ones who said they would never do it again and the ones that said they would never PAY to do it again. If CRS is interested in making money they should take heed. This is not a derogatory post toward megadeath as it is a suggestion to please review the way the SET plans and runs these events. Or option 2 enable the player run events…..Heres my motto if people complain let them try the job and fail that way you do not take fire simple! To the allied players-RN ONE HECK OF A JOB!!!!!
RAF- Thanks for putting up with me.
Army-and nelson- I know I changed order every 10 mins that how fast the field moves you’re the only one complaing nelson but I am sorry I didn’t live up to your standars.
I think what kills it the most is the fact that I told SET that with out enough people we would not have a chance and guess what look what happened, yea we came close to winning but that was because I had STELLAR troops and commanders.
Also the germans did good on the ground, the “we were about to cap sandwhich/derrrigston”e was because we didn’t have anyone there with 5 mins left.
The german Air and KM got a good wooping, regardless of what the kills were. But german groudpounders you did an outstanding job keeping the front wide which was our exact weakness.
Back to top
Saturday, January 10, 2004
Kreskin Predicts
Gah. Can't get Squadtracker OR commander to work with thier screy setup.
ANywasy, Deal increased it's defence by 100%. The RAF outnumbers the luftwaffe by 3-2 and there is about 7 german freighters (3 if they multicrew).
However, we have 3.5 vickies avilable and NO ONE in the resever moterrised unit.
One of Murphy's law of combat operations is:
If both side think the're going to lose, the're both right,
Kreskin predicts that german navy will be sunk to the bottem of the channel, but enough panzers will land to run riot with no one able to kill them. German infantry landing on the beach won't accopllish much as they have no trucks to get anywhere. They spend most of the thier time killing AI. German paratroops land in Hyde park and take London from a home guard garrison of 2 old men and a wicker cane. Total defeat for England looms.
Much disgust on the fourms results.
Man, I have GOT try THAT kind of camp.
WWII Online :: View topic - Is this Greifing CRS?
Getting an AT gun to an enemy fb and getting it inside the fb infantry spawn and spinning around inside killing enemy infantry before they fully spawn in?
Champane comedy.
Friday, January 09, 2004
I think hatch needs to go on Holiday.
WWII Online :: View topic - So, when do we get lift from flaps?
I think Hatch needs to go on Holiday (or get another one if he just came back).
It's a MMOG. Granted, you get trolls. Even Mega trolls.
Some posts arn't polite. Some are writtin in the heat of the moment of anger and then regreted.
SOemtimes it can be hard to distringush the trolls from those who like the game so much they wish to contriubue, rather than those who just get enjoyment from baiting (ie a troll post).
But I belive that's what....er any MMOG must do. There will be critiascism. SOME of it is well justified. Exibit A: Pilot armour on Hurricanes. 2.5 years Hatch. Some of it is NOT justified. Ie- the complaints in this thread.
But come on, if the experts (CRS) gets things wrong (pilot armour, Spit V compression) you can't expect US to get it right all the time either. Hecko, the lack of documentation means we HAVE to go out of game to justify some complaints, and if a lot of the time, we're wrong, we're wrong.
Nothings perf
WWII Online :: View topic - Question for OJ
WWII Online :: View topic - Question for OJ
As one of the in game EXPERTS on this, I can comment a bit :)
Masstrict for example, was my units (4th Briagde, many squads involved) doing this map. I drove the truck, cometus and others gave the orders.
It works, but we call them YAMF's, or Yet Another Masstrict Fiasco. It's called that because you need just ONE ei in the wrong place at thr wrong time looking the wrong way and 15-30's people time is wasted. I agree with oj, you need luck, good people, luck, oragianzialanel ability, luck, defender incompatance, luck and a lot of time (30-50 minutes from when you spawn in at the FB). You ALSO need no other allied players anywhere NEAR the city or the''ll stuff it up.
It's VERY possible to do, even with depot spawning. Some cities are eaiser than others. Aachan's a complain because all the spawnable depots apart from the west one have a twin next door so there's few places to cap to start and CONTINUE the 15 minute timer. Aachan's also the WORST city in the game for AI (You can tell Docdoom made it the same day he made Vise and Verviers because it SUCKS with AI). Masstrict is one of the eaisest to do because the depots are so spread out (think about it, it's like Osstmale, but spread over 10 times a larger area).
It can be defeated by 1 person sitting in a bunker for 5 minutes.
Back to top
Shock, fire and manuaver
Allied Headquarters :: View topic - EVERY staff officer should read this
This thread got me thinking.
The reason tank camps work is NOT really because you killed all the enemy in town.
It's because of SHOCK. The shock to the system when armour is all over your town. THAT allows the infantry to cap all depots within 5 minutes (the average for a succseful tank camp) and then spend 10 minutes camping the AB.
It's pretty much pycholigical. The defenders are still so shocked at seeing 10 tanks around or in theier army base that they go into fight or flight mode, rather than worrying about the depots. If you get just ONE depot back in a AB camp situation, you'll probably break it.
WWII Online :: View topic - THE BUMRUSH DOCTRINE.
WWII Online :: View topic - THE BUMRUSH DOCTRINE.:
"Well this is a very interesting discsussion isn't it.
There a few ways to take a town. I've done, lead and been part off, all of them.
YAMF. Or Yet Another Masstricat Fiasco. Otherwise known as the old Alpha Bravo. Only works in cities, requires near complete perfection on the attackers and total incomptance on the defenders (hence, typically ends in Fiasco). Requires 10-30 infantry and a truck or two.
Main Assault/Delibrate attack. The typical attack. Involves 5-30 tanks and 5-20 infantry. MAY have air cover, or may not (depends where it happens. Diest you can get away without it. Nighttime can get away without it. Eupen, in daylight, forget it). Fire, Shock and some manuver from the main force tanks secures spawnable depots (typicaly with infantry helping). Tanks then secure AB by eliminating all defence while infantry continue to capture reamining depots. The armour may stay outside of the AB if it's walled until all depots are captured. Infantry may try to enter to kill pak and flaks. Armour rolls in when AB realitivly secured. Air strikes, while useful, are typcially happerned by AAA AI. CAP is far more useful, because if it takes more than 15 minutes, you WILL lose 1/2- 3/4 of all allied armour from Stukas and HE bug. Time is of the esscance because allied air cannot control the skies for longer than 10 minutes due to lack of ammunation and pilot armour.
Attrition. A main assualt that didn't work, but enough of the panzers were killed to make it more fun. Typically lasts 30 minutes to 1.5 hours. Only ends when one side or the other is nearly fully attrited.
Moleing. Light numbers of infantry cap 1-2 depots at a time. Only captures towns due to complete defender incompatance becuase the moler walked into the undefended bunker at at 17 minute mar.
Hasty Assault. A moler captures the spawnable and other units quickly spawn armour/infantry at the forwad base, and rush to attack the town. Little to no planning involved. Typically fails unless there is defender incomptance. .
Planned Atttrion. AT, AA and LMG's set up around the town, attirt enemy armour and air defence for 10 minutes to 2 hours before armour rolls in to complete a easy camp. VERY hard to do, and only works in certin cities (Andenne for example, is the prime exibit)."
Thursday, January 08, 2004
WWII Online :: View topic - Breaking news! Allied Forces Stall - Germany about to !
WWII Online :: View topic - Breaking news! Allied Forces Stall - Germany about to !

WWII Online
WWII Online
WORLD@WAR
Comstar Helps Capture Eupen-Verviers Depot
Comstar was recently recognized by British military officials by outstanding performance. Comstar was Missing in Action after completion of the mission.
During a harrowing 24 minute mission, Comstar showed courage and determination in securing the facility. Men like Comstar are an example to all of us and we salute his bravery. Germany will no doubt feel the loss of Eupen-Verviers Depot.
WORLD@WAR
Comstar's Recent Effort Stands Out
Comstar was recently recognized by British military officials after an outstanding performance in a mission against the enemy. That mission resulted in Missing in Action.
During this mission, Comstar had 3 kills and hit German forces at least 5 times. This mission lasted 24 minutes.
This noble effort by Comstar will not go un-noticed.
WORLD@WAR
Comstar Recognized for Outstanding Effort!
British military officials recognized Comstar for an outstanding effort on January 8th. Comstar killed 3 enemy units and attacked multiple targets during a mission that lasted 24 minutes long. After the mission, he was listed as Missing in Action.
Wednesday, January 07, 2004
GAH! GHC at Fault, AGAIN!
Turns out the GHC ONCE AGAIN got away with it. THEY were LATE in making thier RDP choice, forcing the allies not to disclose thiers till the GHC FIANNLY made up it's mind!
Allied Headquarters :: View topic - What's the French RDP to be?
Removed due to theat.
Allied Headquarters :: View topic - What's the French RDP to be?
[quote="AJV"]
Due to reasons I will not get into, I can not yet tell you what was chosen as I wish to do. I hope to be able to do so for the next cycle.[/quote]
Don't tell me this place isn't SECURE?!?! Either CRS has told you NOT to tell US (the allied players) what we're getting, or there is some other reason. Not only will you not tell us what we're getting, you're not telling us WHY AND not telling us why you can't tell us!
Well, this I'm sure inspires full confidence by the French player base. The map's going to be OVER before the next cycle.
Was the reasons CRS?
WHY THE SECRECY.
SO much for consoluting the allied player base for thier choice of RDP. Appenrty we're not needed.
Allied Headquarters :: View topic - What's the French RDP to be?
Saving my posts because I just got a threat.
Allied Headquarters :: View topic - What's the French RDP to be?
He's telling us he can't say because he can't say because someone told him not to say anything.
Something's rotten in Wiltz. Something stinks.
Allied Headquarters :: View topic - What's the French RDP to be?
Allied Headquarters :: View topic - What's the French RDP to be?: "AJV wrote:
I did not say anything and right now CRS asked me to not put something in and my officers should have to take the heat over it.
Slow down fellas. And give your imaginations a rest.
We of course, can only widly speculate. Was it the cannon's too good? It can't manuaver at speed due to faulty alierons? Bomb able to kill targets with ease? Goes too fast? Pilot can't be killed from the rear? Canopy dosn't slow it down? It's gear dosn't effect speed? It's drag is acting as lift? Able to kill tanks with it's machine guns?
I could go on, but I don't know which plane I'm talking about anymore."
Allied Headquarters :: View topic - Please delet
Allied Headquarters :: View topic - Please delete
I'm saving this here in case I need it is all. Mabye I'm wrong. I deleted the message on the allied fourm
-------------------------
I'm not revealing anything when I say, I don't know what the French RDP choice is for this cycle.
I say that because NOBODY below the AHC commander, and possible his chief of staff(?) know either. Appenrtlly, CRS TOLD the AHC commander he had to CHANGE his RDP choice.
This can only mean 1 thing. Something's broken with the P39 and CRS want's an extra 1-2 weeks to fix it (hmm, see other threads about P39's inability to perform basic combat manuavers?).
Now, ok, that's not my big problem. If the P39 is broke, feel free to fix it. Mabye it's bombs can kill panzers. Mabye it's cannon can shoot down stuka's. Mabye its' faster than a 232 jet fighter. WHo knows?
WE DON'T! APPENRTLY, CRS TOLD THE AHC NOT TO TELL IT'S MEMBERS WHAT THE REASON IS. So whatever input the allies HAD in the RDP choice is null, void and we don't even get the curtesy of knowing why.
Either that or the AHC chose the Sturt and someone discovered it's got HE or something equally bugged.
Tuesday, January 06, 2004
WWII Online :: View topic - Player R&R
WWII Online :: View topic - Player R&R: "I agree. WW2OL needs either-
A soccer ball. We can designate goals by ourselves.
The ability to play Pontoon. Spike Milligan did that the entire war.
Play battleship. It's the only way we'll see a blue water navy any time soon.
Hell, if you have card games, PEOPLE WOULD BE WILLING TO GARRSION FRONT LINE TOWNS. Make it so only front line towns have poker/blacjack tables. Stick them up in the top floor of a new improved tank spawn. The hookers can come later."
Watch. No Lancs without Uboats.
WWII Online :: View topic - I need a RDP question cleared up.: "Of course, this 'balance' ignores the Vital English Clam factories that can be bombarded by German destroyers from the start of the map to the end of it.
THAT is not balance. There IS no balance because of it.
What WILL happen is that the allied advantage in stratagic air bombing will only come about when the germans get U-Boats (and the allies of course, won't).
Then and only then, will CRS change the so called 'balance'."
WHY the PZIIIH scares me
Allied Headquarters :: View topic - WHY the PZIIIH scares me:
"Because I can't fight it.
Ok,ok, hold the pitch folks. I know I know, flank it, bomb it, flank it, sapper it, flank it, stratagic bomb the facotires, flank it, win the map before they get it, flank it..
Notice a thread here?
Right now, if I know there's a PZ coming, I can set up my A13 or 2 pounder and exchange fire with a 50/50 change of winning. I can get defences far enough out of town when EWS goes off.
Not so with the IIIH.
That's why I fear it.
_________________"
WWII Online :: View topic - Brigades and Deployment -- Choose your own adventure
WWII Online :: View topic - Brigades and Deployment -- Choose your own adventure
[quote="sim"]
But the knee jerk reaction of many players is to consider orders suggestions until:
1) It is clearly explained to them WHY they are to do something
2) They understand and agree with the reasons given
3) Therefore they agree to do what is requested of them
By this point, note that this is no longer an ORDER - it's a suggestion followed by a logical argument and then a debate if need be.
[/quote]
By Gad, I think he got it!
Sim, that's EXCATLY my point. This is a game people pay for the privalge to have fun. Fun CAN be sitting on your butt defending for hours, but ONLY if the player doing so THINKS IT WORTHWHILE. As soon as they don't, they either:
a) Go play thier air persona who won't be so nearly as restricted
b) Go play on the OTHER SIDE (or as French if BEF)
c) LOG OFF.
All so called orders ARE mearly requests. If the Brigade CO dosn't like getting told off by the Div commander for doing something seemingly "wrong" he'll just leave, OR do something WORSE in spite. And the Div commander won't be able to do a thing about it
Because it's not suposed to be thier job to police the players...is it? Why? Because if the DIV commander logs off, the same "disobediet" Brigade commander can now become the DIV commander! Rhuh Oh.
Therefore, there HAS to be complete and total freedom of information for THOSE THAT WANT IT. People right NOW often don't care WHY we need the FB down to Massiek. But if someone puts out the call "need a sapper in Elsoo", someone will usauuly spawn in. Now, if they KNOW we NEED that FB down BECAUSE the entire Brigade is going to ATTACK Massiek, you often get MORE people involved, not less.
The free flow of information allows players to paritciape in the game. The side that decides to "lock down" information on the msitaken belief that so called mythical "spies" are watching EVERYWHERE will be the one to LOSE.
Sure it'll be advantages to know the 16th Panzer Divsion is in Anhee and plans to attack Profendville. But I'll know THAT from the Panzers that my scouts will inform me are spawning at the German FB anyway. Becuase if there IS a free flow of information, people might just WANT to be scouts and watch for the enemy, because they know it's IMPORTANT.
Doctrine: Initative beats Doctrine:Hidebound.
Fiannly a useful Slashdot discussion
Slashdot | Lonely Planets:
"Just remember that you're standing on a planet that's evolving
And revolving at nine hundred miles an hour,
That's orbiting at nineteen miles a second, so it's reckoned,
A sun that is the source of all our power.
The sun and you and me and all the stars that we can see
Are moving at a million miles a day
In an outer spiral arm, at forty thousand miles an hour,
Of the galaxy we call the 'Milky Way'.
Our galaxy itself contains a hundred billion stars.
It's a hundred thousand light years side to side.
It bulges in the middle, sixteen thousand light years thick,
But out by us, it's just three thousand light years wide.
We're thirty thousand light years from galactic central point.
We go 'round every two hundred million years,
And our galaxy is only one of millions of billions
In this amazing and expanding universe.
The universe itself keeps on expanding and expanding
In all of the directions it can whizz
As fast as it can go, at the speed of light, you know,
Twelve million miles a minute, and that's the fastest speed there is.
So remember, when you're feeling very small and insecure,
How amazingly unlikely is your birth,
And pray that there's intelligent life somewhere up in space,
'Cause there's bugger all down here on Earth."
Sunday, January 04, 2004
NASA probe "spirit" lands successfully on Mars
Yay for Humans. One more small step, to the high frontier.
The Iron Triangle
Allied Headquarters :: View topic - Zeeland AO and solution.....
The problem is, neither the 1st OR 2nd div can STOP yet.
The problem for the 2nd Div is what I call the IRON TRIANGLE. It starts at ST Trudien and is bounded by Masstrict and Leige. Once you capture St trudien, you can NEVER STOP ADVANCING or you'll go into full retreat mode. The problem is, every one of the towns you take have 2+ towns attached to it, and once you take Waremme you have 2-3 2-3AB CIITES attacking you. You can't stay on defence or you'll be rolled back to TIENEIN.
Take ST T you MUST take Hannut.
Take Hannut you MUST take Bouloit AND Huy.
Take Hannut you MUST take Waremme.
Take Waremme you MUST take Tongeron.
Take Tongeron you MUST take Hasselt.
To take Hasselt you MUST take 4 other towns around it first, which means Paal. To take Paal you need diest and to to HOLD Paal you need Geel..which means you need Turnout! And to hold Turnout you need to take barrle Hertog which MEANS you need to take Breda which in turn guievs you Glitz.
And once you got Tongeron, Waremme, Blitzin and Genk, you gotta take Masstrict AND Leige.
Meanwhile, you got Geel. Once you take geel, EVERY single town you attack will have 2 enemy towns linked to it, until you take Eindhoven.
And once you got Glitz, THERE ARE NO GERMAN AIRCRAFT OVER THE ISLANDS ANYMORE. Should be a walk in the park :).
And now that we have breda and Mordjike, you can come up behind them with LOTS of armour, and once we get Glitz, all the fighters and bombers from Antewerp you want.
Besides, once we take Eindhoven, the island campain will be over, and you won't have as much fun :)
Saturday, January 03, 2004
Friday, January 02, 2004
Allied Headquarters :: View topic - Comstar for President/Prime Minister
Allied Headquarters :: View topic - Comstar for President/Prime Minister
bigley
Joined: 21 Nov 2002
Posts: 607
Posted: Fri Jan 02, 2004 3:38 am
Post subject: Comstar for President/Prime Minister
To Comstar...
He .pm'd the 101st last night to help him out. He's a gentleman and a cunning warrior. We were driven into Liege by Comstar and droped off at multiple depots. He knew his way around and showed us thhe 'ropes.' When we were all set up, we contested all at once. We actaully capped 2 of 3 AB's (wasn't in the plan) and kept the town contested for 48 minutes !!! That drew tons of krauts to drop what they were doing and retake Liege.
A sensational idea and fantastic tactical/straegic prowess.
Bigley
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The CinC of the Axis was in Liege all last time. Constantly .ming me tellingme we would never get Liege while he was there. I hope he enjoyed his stay there running around like crazy while we took towns in the south.
Great job guys! Salute!
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Bable
Allied Expeditionary Forces - Commander in Chief
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We the 101st were under the tutelage of a worthy leader during the Liege mission.
The BEF should feel priviledged to have him, and the French should recruit him with promises of abundant sheep.
Wow, thanks guys. Next time we'll do better than the original 4 flags . ALso, take a ride with bigass, he know's his way around that town better than I do .
If you've ever the heard the term YAMF...for Yet Another Masstrict..Fiasco, that's me. Probably ATTEMPTED to simlcuap more large towns than any other person. As the term says, a lot of them end in fiascos
Hope you enjoyed your tour of Leige.
Thursday, January 01, 2004
What was the BEST thing that happened in WW2OL?
WWII Online :: View topic - 2003: What was the BEST thing that happened in WW2OL?
For me, it's depot spawning.
Supply is wounderful. Lack of Pistols is wounderful. The island campgains are wounderful. A lot less tanks is wounderful. Emotes are nice. LMG's are nice. Smoke is wounderful. Stratagic bombing is nice. The Sturt is wounderful.
But depot spawning MAKES THE MAJORITY OF THE GAME FUN.
With depot spawning, you spend MOST of you time fighting, not travelling. And it's nearly always INFANTRY vs INFANTRY. Sure when the tanks camp the depot it's not, but in a lot of towns, it's infantry vs infantry a lot of the time.








