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Search: Posts Made By: Weasel
Forum: WinSPWW2 February 1st, 2009, 01:51 PM
Replies: 44
Views: 16,304
Posted By Weasel
Re: Getting AAA to fire

I usually set my stationary flak up on hills, and dot them about in sections or platoons of 2-3 to form an interlocking (or near enough) matrix over the rear zone. That way, most planes that attack...
Forum: WinSPWW2 January 31st, 2009, 07:12 PM
Replies: 44
Views: 16,304
Posted By Weasel
Re: Getting AAA to fire

Keep taking that attitude and you'll be permanently ignored. I'm trying to sort out an issue with zip all real information until it was extracted bit by bit. We are quit willing to investigate and...
Forum: Shrapnel General January 31st, 2009, 04:03 PM
Replies: 3
Views: 4,580
Posted By Weasel
deleting account

How do I delete my forums account?
Forum: WinSPWW2 January 31st, 2009, 02:26 PM
Replies: 44
Views: 16,304
Posted By Weasel
Re: Getting AAA to fire

Well I ran the same turn over again and this time my AAA fired 4 times at 3 different a/c. What the difference was I don't know; but I will end this thread here as asking questions only seems to...
Forum: WinSPWW2 January 30th, 2009, 01:55 PM
Replies: 44
Views: 16,304
Posted By Weasel
Re: Getting AAA to fire

Is not the bofors data used for all nations? You are saying that a Cdn bofors is different from a UK bofors?

It is UK vs Ger 1939. Bofors set up in an open field in a U shape, 6 guns. The field...
Forum: WinSPWW2 January 30th, 2009, 01:45 PM
Replies: 44
Views: 16,304
Posted By Weasel
Re: Getting AAA to fire

Just a test. NOT when you really play it.[/QUOTE]

Understood, I meant I could replay the turn where the entire luftwaffe came in a few turns back and see if things change.
Forum: WinSPWW2 January 30th, 2009, 12:05 AM
Replies: 44
Views: 16,304
Posted By Weasel
Re: Getting AAA to fire

You mean the actual HITTING PREF at battle setup? We have it at default 100% right now, but I can try that as it is a basic security campaign (if it lets me change it)

Thanks.
Forum: WinSPWW2 January 29th, 2009, 05:05 PM
Replies: 44
Views: 16,304
Posted By Weasel
Re: Getting AAA to fire

Ok, the bofors were not moving at all, had never fired from game start, and had been deployed for turns. So since most a/c chance to hit are around 2-5% I am best to assume that my AAA will never...
Forum: WinSPWW2 January 28th, 2009, 06:58 PM
Replies: 44
Views: 16,304
Posted By Weasel
Getting AAA to fire

I have been scratching my head for some time now as to why my AAA will not fire at a/c. In my current game vis is 60+ and my AAA 40mm bofors are deployed in open fields. Enemy a/c coming flying in...
Forum: WinSPWW2 December 17th, 2008, 03:54 PM
Replies: 21
Views: 5,677
Posted By Weasel
Re: PBEM campaign end game points

Ok, thanks for that. I was trying change and fix screens, never thought of expand core. :doh:
Forum: WinSPWW2 December 15th, 2008, 02:54 PM
Replies: 21
Views: 5,677
Posted By Weasel
Re: PBEM campaign end game points

I was trying to figure out how to sell the unit but I couldn't. I tried clicking on it when it is showing on the unit list but that didn't work, unless I did it wrong. Can you explain how to do...
Forum: WinSPWW2 December 14th, 2008, 06:35 PM
Replies: 21
Views: 5,677
Posted By Weasel
Re: PBEM campaign end game points

Just finished my second battle of a pbem campaign and checked out the downgrading of equipment. When I traded in my Churchill I for an M3 TD I did not get any of the extra points back. My CH 1 has...
Forum: WinSPWW2 December 12th, 2008, 03:31 PM
Replies: 21
Views: 5,677
Posted By Weasel
Re: PBEM campaign end game points

Thanks for the responses!!
Forum: WinSPWW2 December 11th, 2008, 05:51 PM
Replies: 21
Views: 5,677
Posted By Weasel
PBEM campaign end game points

Hi; Playing PBEM Campaign and I was wondering if you don't spend all the points the computer gives you at end game, do they carry over or do they disappear? I spotted a post 'repair points to...
Forum: Mods November 25th, 2008, 02:52 PM
Replies: 16
Views: 21,772
Posted By Weasel
Re: Optional game rules

The "149mm" and less rule is to take into account all periods from 1930 to 1975; the 8f rules are for all versions. At first we had it at only 105 but that did away with all that lovely Russian...
Forum: WinSPWW2 November 24th, 2008, 03:06 PM
Replies: 16
Views: 14,690
Posted By Weasel
Re: SPWW2 Sound Mod – Cross Sounds 1.0

This is a really good mod and is worth checking out if you haven't done so.
Forum: Mods November 24th, 2008, 03:02 PM
Replies: 16
Views: 21,772
Posted By Weasel
Optional game rules 9d 25 Mar 18

Latest rules as of 25 March 18. All previous changes included plus the newest, AFV stacking, which is now set to two.
Forum: WinSPWW2 November 24th, 2008, 02:34 PM
Replies: 41
Views: 23,426
Posted By Weasel
Re: Realistic Artillery Management by a FOO

I have modified the FOO rule to include a basic version and the more advanced version.
Forum: WinSPWW2 November 21st, 2008, 02:46 PM
Replies: 41
Views: 23,426
Posted By Weasel
Re: Realistic Artillery Management by a FOO

Gun tubes are always laid on a target when not shooting; so if the FOO called in a whiskey strike on plot A and the guns were already sited on plot A the time on target would be minimal. The way to...
Forum: WinSPWW2 November 21st, 2008, 02:42 PM
Replies: 41
Views: 23,426
Posted By Weasel
Re: Realistic Artillery Management by a FOO

BTW - the one big rule we have at THE BLITZ is that players can use any rules they like, as long as both players agree before game start. So if you found someone who was willing to try your...
Forum: WinSPWW2 November 21st, 2008, 02:40 PM
Replies: 41
Views: 23,426
Posted By Weasel
Re: Realistic Artillery Management by a FOO

:) I think 90% of the people who read the FOO rule ask this. When play tested we determined that it didn't work for several reasons:

1. Too hard to police. Although most players are stand up...
Forum: WinSPWW2 November 20th, 2008, 06:51 PM
Replies: 41
Views: 23,426
Posted By Weasel
Re: Realistic Artillery Management by a FOO

We are discussing this at THE BLITZ currently too. The FOO restriction rule (attached) was created by Vesku, Walrus and myself, and play tested with about 10 players to try and come up with a system...
Forum: TO&Es November 14th, 2008, 02:52 PM
Replies: 12
Views: 4,678
Posted By Weasel
Re: SA-6 movement rate

I was talking to some of the guys at The Blitz, SP ladder, and they brought up some good points. If the slow movement of the SA-6 is to represent setup time, then why are howitzers and such not...
Forum: TO&Es November 13th, 2008, 06:42 PM
Replies: 12
Views: 4,678
Posted By Weasel
Re: SA-6 movement rate

Can I then suggest that either all the SP-SAM be adjusted down or the SA-6 adjusted up? Right now, from what I see, the SA-6 is still the only unit with that low of a movement speed. And even if it...
Forum: TO&Es November 12th, 2008, 07:20 PM
Replies: 12
Views: 4,678
Posted By Weasel
Re: SA-6 movement rate

Hi Don; The unit in question is in the Syria OOB. While in there I checked and the SA-13 has a road speed of 40mph/60km/hr and a hex rate of 22. So the SA-6 should be around 15 if the SA-13 is 22,...
Showing results 126 to 150 of 246

 
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