Reactivation/ opponents wanted - Printable Version +- Forums (https://www.theblitz.club/message_boards) +-- Forum: The Firing Line (https://www.theblitz.club/message_boards/forumdisplay.php?fid=1) +--- Forum: Steel Panthers Series (https://www.theblitz.club/message_boards/forumdisplay.php?fid=14) +--- Thread: Reactivation/ opponents wanted (/showthread.php?tid=67155) Pages:
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Reactivation/ opponents wanted - oldrocky - 10-27-2014 I have concluded a mentor game with a new member ( soylent greeen ) and wish to be reinstated on the ladder. Also looking for a couple games so drop me a line if interested. RE: Reactivation/ opponents wanted - Leo - 10-27-2014 You was a strong player, therefore I'll glad to play with you again. Which settings you wish? RE: Reactivation/ opponents wanted - oldrocky - 10-27-2014 Hi Leo. Good to see you. You strong player indeed! You always beat me bad! Worse than anyone has ever defeated me before and I could never figure out how you did it. I'll play you again with full security on but if the security option fails on us as it did in all our previous games then I get the option of withdrawing or starting a new game with no penalty. The security feature works because I've used it successfully with many players. Rules of engagement: No air All formations must be purchased in Company/Battery strength. ( except FOs, AA, and Ammo, and of course a vehicle for the HQ ) Z-Fire limit is 10 hexes ( 500 meters). Must buy from own country. Germany vs Russia August 1944 30 turns visibility 50 Meeting engagement 7500 pts 10 % arty limit Let me know if this sounds OK to you or if you want to add something. RE: Reactivation/ opponents wanted - Leo - 10-27-2014 (10-27-2014, 08:48 AM)oldrocky Wrote: I'll play you again with full security on but if the security option fails on us as it did in all our previous games then I get the option of withdrawing or starting a new game with no penalty. The security feature works because I've used it successfully with many players.Strange. You suspected me re-plays bad turns? I'm NEVER re-plays my unlucky turns or something like, simply because it is not interesting for me. For example, in current game with Air Master I forgot deal actions by several my tanks and early press end of turn. But I don't reloads, although of this enemy tank survive and my tank was killed useless. My mistake - my paying. Very rarely I really can reload because game was crushed or power supply off occurs. Force majeure... I think, security alarms may be a bug. I too got it often "Is opponent reloaded?", although it is clear that the enemy isn't re-loading. I simply don't pay attention to it. In any case, if you don't trust me and suspect in permanent cheating, we better not play at all. I don't like this attitude. I don't agree got the option of withdrawing or starting a new game with no penalty, because stupid security system get some false alarms. I don't like dropping game for that reason. About Blitz ladder. I not interested in this ranking, me indifferent what opponent reports. You always can report all what you want, I'm not contra. I'm only searching fun in clear game with good, fair-dealing opponents-gentlemen. That is all what I want. If it is still OK for you, continue discuss settings: (10-27-2014, 08:48 AM)oldrocky Wrote: Rules of engagement:About you Z-fire limitation rule. I want offer to you alternative rule instead, which looks more resonable: "Infantry squads absolutely can't Z-fire. It includes all 0-sized infantry units too, but not includes MMG and HMG units. All other units can do unlimited Z-fire at any range." It really reduce total possible volume of Z-fire, give infantry it's true role - close combat (as main battle power), and all other units can take it's true support role (direct fire or at least Z-fire, depends of situation). It looks like more historical and resonable. With you rule some units (like HMG, SP-guns) becomes almost useless, and also we get a tons of Z-fire from usual infantry squads (in unrestricted games, as you remember, 60-70% of Z-fire volume was given infantry squads from rifles and LMGs, is it not?) Your rule looks too artificial, also it very uncomfortable. Each time, when player want Z-fire, he must count, there are reach 10 hexes or already 11 and he breaks the rules? No, it is too tedious. Also, first Z-fire shoot don't show range (in replay turn), and you can't check, shoot was in 10 hexes range or more. My rule much simpler and easer to play. Easy to remember, easy to play. You agree try to play with my Z-fire limitation rule? My summary rules (with some minor changes of your rules): 1. WinSPWW2 – version 7.11 2. Slot 006 3. Battle points: 7500 4. Turns: 32 5. Full Security 6. Nations: Germany (You) vs. Russia (Me). Must buy from own country. 7. Date: August 1944 8. Meeting engagement 9. Map size: at least 120x120 or even bigger. Who will choose a map and start a game? I can... 10. Visibility: 40 11. V-hexes will draw manually, set 150 points each. Artillery 12. 10% artillery limit, it including cost of ammo carriers (not including AAA, AT-guns or direct-fire light mortars) 13. Fast Artillery: OFF Other Preferences 14. All realism preferences ON (settings at 100%), troop quality XXX 15. No Air 16. Infantry squads absolutely can't Z-fire. It includes all 0-sized infantry units too, but not includes MMG and HMG units. All other units can do unlimited Z-fire at any range. 17. All formations must be purchased in Company/Battery strength (in case if available Company/Battery formation for this unit (except a vehicle for the HQ )). RE: Reactivation/ opponents wanted - oldrocky - 10-28-2014 Leo, It is most probable that you are a genius at SPWW2 and this would explain my catastrophic defeats at your hands so please do not take offense at my desire to understand how you do it. I have suffered many losses at the Blitz ladder and like you care more for the thrill of gaming against a worthy opponent than I do for the ladder standings. I have been playing Steel Panthers for nearly 20 years and although I consider myself only an average player I am highly experienced and have learned what to expect when doing battle with my internet opponents. When I was gaming with the venerable CROSS here at the Blitz I also recieved defeats from him that were catastrophic but during play I could understand how he was doing it. When I battle against you it is inexplicable how my forces collapse and melt away with nearly no fight in them and I do not understand how this is so, therefore it is my wish to eliminate possible causes to my tactical plight bearing in mind that the cause may be as simple as that of doing battle against an SP master. I look forward to our coming battle and will suggest that the troop experience level be raised to 80 reflecting the veteran status of our forces and also to ensure that our troops can rally against the expected devastation of Z FIRE attack. Your other settings, including the infantry Z Fire rule, are acceptable with the exception of unlimited Z FIRE range. I suggest that only indirect fire arty have unlimited range and all other units have a 10 hex limit excluding infantry which cannot Z Fire at all. MGs and HMGs can Z fire but only up to 10 hexs. Here is revised ROE: 1. WinSPWW2 – version 7.11 2. Slot 006 3. Battle points: 7500 4. Turns: 32 5. Full Security 6. Nations: Germany vs. Russia . Must buy from own country. 7. Date: August 1944 8. Meeting engagement 9. Map size: at least 120x120 or even bigger. Who will choose a map and start a game? I can... 10. Visibility: 40 11. V-hexes will draw manually, set 150 points each. Artillery 12. 10% artillery limit, it including cost of ammo carriers (not including AAA, AT-guns or direct-fire light mortars)only on map arty allowed. 13. Fast Artillery: OFF Other Preferences 14. All realism preferences ON (settings at 100%), troop quality 80 15. No Air 16. Infantry squads absolutely can't Z-fire. It includes all 0-sized infantry units too, but not includes MMG and HMG units. All arty units can do unlimited Z-fire at any range. Other units have a 10 hex Z FIRE limit excluding infantry squads ) 17. All formations must be purchased in Company/Battery strength (in case if available Company/Battery formation for this unit (except a vehicle for the HQ )). Note that all arty must be on map. RE: Reactivation/ opponents wanted - Leo - 10-28-2014 (10-28-2014, 04:10 AM)oldrocky Wrote: Leo,Genius or no, I like clear play with experienced opponents. I play Steel Panthers since 1995 too. I have no any gameplay secrets and I always can clear, how I do some things and methodics. If you don't understood something, simply ask me, and I will explain (with my poor English). I'm interested that my opponents plays good and they have all arsenal of non-cheating tricks and "secrets". What you not understood in our last games? What was strange? A short time ago I play my first game with CROSS. Strong, clever opponent. I got minor defeat (almost draw). Why not? If you lose, it doesn't mean that I'm invincible. (10-28-2014, 04:10 AM)oldrocky Wrote: I look forward to our coming battle and will suggest that the troop experience level be raised to 80Ok, I like it. 80 exp. both players! (10-28-2014, 04:10 AM)oldrocky Wrote: Your other settings, including the infantry Z Fire rule, are acceptable with the exception of unlimited Z FIRE range. I suggest that only indirect fire arty have unlimited range and all other units have a 10 hex limit excluding infantry which cannot Z Fire at all. MGs and HMGs can Z fire but only up to 10 hexs.No-no, I can't agree with your 10-hexes rule. I already wrote above, why. With 7500 points I will be crazy after couple of turns, attempting counts to check 500 meters limit for each unit, which I wishes Z-fire. Also, it historically strange. In reality MMGs and especially HMGs easy can do an effective suppression fire (Z-fire in our game) over 1000 meters and it was it's main function. What simulates your 500-meters rule? Dropping of heavy bullets after 500 meter? 1. We can play without any Z-fire restriction, as I like. 2. As a compromise, we can play with my Z-fire rule, which ban Z-fire ability for Infantry. But I can't accept your brain-cracking and discomfort 10-hexes rule. Play this rule without me, please. (10-28-2014, 04:10 AM)oldrocky Wrote: Note that all arty must be on map.No matter. I never purchase OFF-map arty, but not fear opponent OFF-map arty. New revised ROE: 1. WinSPWW2 – version 7.11 2. Slot 006 3. Battle points: 7500 4. Turns: 32 5. Full Security 6. Nations: Germany vs. Russia . Must buy from own country. 7. Date: August 1944 8. Meeting engagement 9. Map size: at least 120x120 or even bigger. 10. Visibility: 40 11. V-hexes will draw manually, set 150 points each. Artillery 12. 10% artillery limit, it including cost of ammo carriers (not including AAA, AT-guns or direct-fire light mortars)only on map arty allowed. 13. Fast Artillery: OFF 14. On-map arty only. Other Preferences 15. All realism preferences ON (settings at 100%), troop quality 80 16. No Air 17. Infantry squads absolutely can't Z-fire. It includes all 0-sized infantry units too, but not includes MMG and HMG units. All other units can do unlimited Z-fire at any range. 18. All formations must be purchased in Company/Battery strength (in case if available Company/Battery formation for this unit (except a vehicle for the HQ )). I don't understood, which side you want play? Germany or USSR? RE: Reactivation/ opponents wanted - oldrocky - 10-28-2014 Ok then I'll be Germany. Go ahead and set it Leo. RE: Reactivation/ opponents wanted - Leo - 10-28-2014 Well, I can setup today later, after 7 hours... RE: Reactivation/ opponents wanted - Weasel - 10-31-2014 Walrus and I are playing infantry can only z fire 2 hexes to prevent abuse, works well as Z fire really does get abused by a lot of players. RE: Reactivation/ opponents wanted - Leo - 10-31-2014 Infantry 2 hexes limit, but other units - unlimited? |