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Posted: Fri Sep 10, 2010 3:27 pm
by Acererak
The second mortar can actually be pciked up moving the Carrier through the road to the south of the mortar position. I did.
But i still think two mortars is a bit too much firepower, and i would definitely change one of them for a Piat Team and maybe a Bren machinegun team.
And at least one tank together with both vehicles in the last counterattack would make it more challenging.
Posted: Sun Sep 12, 2010 2:50 pm
by Amaris
Third release :
- Added force selection, bren team and piat team are avaible :
- The final german's attack is stronger.
Download :
https://sites.google.com/site/bbcbaamaris/
Posted: Wed Oct 06, 2010 5:25 am
by ggouveia
Excellent game well done!!!!!!!!!!!!!!!!!!!!!!
Bloody difficult but
Posted: Mon Oct 25, 2010 8:50 pm
by Paint_In
I only have played the game two days which might do the trick.
Still too much thinking in RTS style.
However just some remarks to an otherwise GREAT piece of work:
The garrisons of the towns of Benouville and Ranville were actually "overrun" by some Jeep born Para/Engineers.
It seems that it might be more "historically justified" to add a jeep and a squad (read platoon on the level you designed the scenario) starting in the 2nd battn landing area to support this going for hell option.
Seems the distance you need to walk with your para's in the scenario is a bit much ??? seing as they only landed on top of the wire at the bridge and a couple of hundred metres from the bridge.
Might give the option of (landing ) some units closer to the bridges to get the "capture quick and fast and hold against some odds throughout the day feel"
again just two options that seem a nice addition to an otherwise pretty difficult scenario
Rene