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Slappy

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Everything posted by Slappy

  1. Right on MikeyD. Half the wine I drink costs me more per bottle than CMAK and I drink a lot of wine. The big cost for me isn't in the purchase price, but in the time it takes to play. Buy the damn thing already. I guarantee you'll get at least an hour of entertainment per dollar of cost, and that's a pretty good deal when you look at your other options.
  2. Depends. I'm not an expert on my III lettering, but some of the later ones have 80mm armor. Actually, I'll take the 80mm III with the 50mm Long gun over any of the IVs. That way I don't need to worry about protecting them at all.
  3. We all went through it when we switched from BO to BB/AK. There was much gnashing of teeth and ranting for a few months as well as questions as to whether the new versions were any fun. Most of us got over it and learned to be more delicate with our infantry, but it's still fun to go back to BO where every grunt is a Rambo once in a while.
  4. I guess. You could also go in and change all of the randomly experienced bumped squads back to their purchased level and max out on ammo and special weapons, but why bother. It all nets out in the end. Sometimes your buddy gets a great commander and sometimes you do. Sometimes you get one and a stray 170mm round kills him before he gets within 300m of the front. That's life.
  5. I also think you'll find that you don't move that fast on the road unless running. Infantry move rates times through light trees, open and road are not that dissimilar. Woods, marsh and such are pretty slow, but if the whether is OK and we're talking about scattered trees v. road, I wouldn't risk it. I'd stay off the road.
  6. Well, you can only do this through the editor. I usually play QBs where skills or random or play scenarios and take what I get.
  7. I think the ammo load is pretty realistic, but some scenarios put you in situations that require unrealistic amounts of contact and ammo expendature. Most 50-90min scenarios don't have enough units to rotate depleted (ammo, morale, casualties) units to the rear and carry on the point attack/defense with fresh units as would be fairly common. Infantry platoons were not generally expected to be continuously engaged in a firefight for an hour. If you're playing long battles, try upping the points to allow more reserves on the attack and more lines on the defense.
  8. Modeling these differences would, in my opinion, open a can of worms which would serve no one. If you want to represent a nationality as better or worse, vary the experience mix.
  9. I just don't buy it. If you can't handle your supply communication and coordination issues on the defensive, you'll have no chance on the offensive. Supply lines lengthening rather than shortening, greater materiel loss on the attack and far more complex maneuver requirements would have eaten them up. I'll give you the element of surprise, but I think that only buys you about 100km at best. After that, it's a rout.
  10. Usually the additional rules you suggest are not required. The limbered gun rule prevents Turn 1 use which, depending on the terrain, some would consider gamey. It also effectively increases the cost of towed guns (they now require transport as well). This reduces the chance of players effectively creating a defensive front in a ME which could unbalance things. Personally, I don't require such things as I feel it all balances out in the end. I usually buy some transport for guns voluntarily as without it, the randomness of terrain makes their use a crap shoot.
  11. I just picked some up for a campaign snow battle. I'm pretty sure they're Captain Wacky's. Search 'Gridded'. That's how I found mine.
  12. No. You're right. See the long thread about the over effectiveness (or lack thereof) of trenches for comments on those bastards. I like wire on defense, but rarely put enough points into it for a real belt. I use it mainly to channel the attacker into equally or more unpleasant outcomes (mines, SMGs, TRPs).
  13. I wouldn't be shocked if there were early Stuarts running around without HE, given some of the doctrinal wierdness early in the war. Most of the Sturarts anti-infantry power comes from the 3 MGs. At the same time, I would be surprised if that carried all the way to France rather than just in Africa. Maybe supply problems were to blame? I don't know that 37mm HE would be first on my shopping list after D-Day.
  14. It cannot be removed in game. Either go around or make very sure anything with LOS to the wire is suppressed.
  15. If you're going to play in the desert, you'll probably want some sort of gridded mod.
  16. I'll take the first one. You have no control over the smoke dischargers. The AI will use them when it feels threatened and decides to withdraw.
  17. US / Japan war happens anyway. US threats of oil embargo over Japanese actions in China drew Japan into the war. They didn't have the fuel stocks to last until '52 without siezing SE Asia which would have brought the US in either way.
  18. I like to think of them as wild animal sanctuaries. The inhabitants have been contained equally for your protection and theirs. In the interest of full disclosure, I must confess that I do drop by the Peng thread from time to time. The Carbon12, or whatever his name was, saga was some of the most entertaining fare I've read in a long time.
  19. It is possible to fall back, but not at the ranges most people try to. Use the forward positions for harassing fire only. If you open up at 150m for 1-2 minutes and then fall back, many of your units will not have been fully located and IDed and should be able to fall back in good order. Trying to fall back under concentrated fire at 40m is usually certain to fail. Forward positions should be used for a delaying ambush, not a killing fight. To prevent the enemy using them to assault your main line, don't put them in LOS of your second line. This makes them useless for the enemy. It's also a good idea to TRP them. Calling in artillery on a position you just vacated can catch an enemy concentration pretty easily, just remember to use large calibre guns (the target will be in foxholes after all).
  20. 95% Armor Quality means that the plate or construction methods used for that era of that machine were in some way substandard (supply shortage, poor factory conditions that could include anything from poor QC leading to actually thinner plate to loose bolts installed by poorly trained workmen) such that the armor only confers 95% the benefit of full quality steel of that thickness.
  21. I think that this is a lot of hassle for little improvement. Not to be contrary, that is just my opinion. First, injured captures are only worth half healthy captures. This makes a ton of sense to me. Casualties were rendered combat ineffective for some reason. They probably have some sort of significant mobility or other problem. These POWs will be much less valuable to the capturing side. They will be difficult to move, consume more resources (medical attention, water) and will be less useful for interrogation, if they survive at all. Having them at half value makes perfect sense to me. Second, with casualties happening all over the place, this could spawn an arbitrarily large number of units. A squad running across 100m that takes 5 casualties in a turn could spawn five sub units that would need morale, tracking, rendering and a host of other things. This is a lot of game engine time and player attention to devote to something that doesn't impact the game. Same with injured crew bailing out of destroyed AFVs. So what if they don't appear on the map? No other injured units appear. Finally, this is all for something that does not impact the outcome of the game. I generally play for the challenge of whipping someone's butt. Injured reserve management has very little to do with that and would add very little to my game enjoyment. I lose points for losing men, and that I agree with. There should be a cost for loss of troops, but I don't really want to spend half my turns herding invalids about the rear end of the map. On the other hand, I would like to see some more flexability in the points lost for losing men (probably a .5 to 2 multiplier) to reflect different situational importance of force preservation. Sometimes you have a batallion to throw away, sometimes you really need it tomorrow. I know flag value can represent this, but not as directly. My thoughts.
  22. I recommend no move order for safety's sake. Sometimes your infantry will get out in time, sometimes, they'll just stay in for the ride. I haven't noticed much of a pattern.
  23. Anything with a 3min response time or shorter is in game, anything longer is preplanned or TRP only. I find preplanned with a delay works better than turn 1 for everything but rockets on the attack. I try to set the delay for how long it will take my forces to get into position to exploit the fire. This tactic can surprise the defender and gives him less time to recover, regroup and reenforce before the infantry move in.
  24. My point exactly. I'd rather be in the boat with the saucier.
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