Jump to content

GenSplatton

Members
  • Posts

    266
  • Joined

  • Last visited

Everything posted by GenSplatton

  1. Hmmm, I would make a smart arsed comment, but there are enough of those already (darn). But I think it is a valid question, so here's my take. TCP/IP players are better. Why? Simply put, they have a heck of a lot more games under their belt than PBEMers (i.e. me). Fact is, if they play a game a day, they get over 20 games in a month. PBEMers, on the other hand, will take months to complete that many. Yes, I'm sure there are exceptions to my PBEM example, guys that have 50 games going at once, but they are an exception and never leave the house anyways, so they don't count. To be honest, I just don't see how a strictly PBEM player could learn the game, and get the experience level, of a TCP/IPer. By the way, I do little TCP just because of the time/availability factor. But when I get the chance, I REALLY enjoy it. Much, much easier to keep my strategy in mind and execute it when it happens in one contiguous time block rather than being spread out over a month and a half. Also, I can keep straight what the enemy is doing too and therefore learn much better from my mistakes. I can follow more eaily what just happened against me and understand why it worked. Just another reason I think TCPers have the advantge.
  2. No need to argue really. If someone lays artillery on turn one with me, well, that's what the blacklist is for. There's plenty of other opponents out there.
  3. Do you have unit bases on? That will help you not to lose track. Also, you can always use the + key to scroll thru all the units so that you never miss one. Only takes a minute to go through your whole battle group this way.
  4. About the best thing you can do is not bunch them up. In a current probe in which I am defending, I bought 4. I placed them all in likely avenues of approach, in 4 different patches of trees. Needless to say, he can't bypass them all. In fact, I see two companies heading near one now. Patience....
  5. I haven't used them much in the past but have begun to experiment with them lately, mostly the Wasp. Very effective if used correctly. Obviously they won't be leading an attack, but boy can they send ground troops a runnin'.
  6. Routed troops I believe (correct me if I'm wrong oh CM grogs) don't affect the flag. In fact, I believe broken/routed troops don't affect the determination of a VL at all. I am going off personal observation here realize. It may be in the manual, but I'm really not willing to dig for it. Like I said, I just feel if I lose the flag, I never really had it. So be it. I'll be happy with the points I gain from slaughtering my desperate opponent's weak willed rush. The one caveat I will put in here is if they do it with an AFV. I do hate when I have three squads guarding the flag and a Puma rushes in and contests it. Marc, on the way...
  7. Gotta jump in here. If you don't have enough firepower at the VL to persuade ragtag outfits like this to turn and run the other way, units which at this point of the game are easily routed, then you did NOT have control of the flag to begin with. Face it, a few squads would turn this rabble back in a heartbeat. Back in the day, when I was new, I'd bitch about flag rushes. Now I just face the fact that, if I let someone rush it, I didn't control it to begin with. I'd say less than 5% of my games has a flag rush ever been an issue, and I play only QBs.
  8. The better option is to just to kill so much stuff when he rushes that it isn't worth it for him to do so. Who cares if he contests a flag if he takes 200 points in casualties doing it? Flags are a minor detail in the game.
  9. Several of us are trying to help Wild Bill and Runyan update the scoring database over at the Blitz. We are collecting info on scenarios to help out. There is one I can't find. It is called Road to St-Lo. If anyone has this durn thing, could you send it to me at loketar@comcast.net ? Any help would be greatly appreciated. p.s. Yes I searched in the scenario forum. Nothing found.
  10. I guess that speaks volumes for human nature huh?
  11. Redwolf, Redwolf, Redwolf... were you in the Bocage Rumble at all??? I can't remember if you were ever involved with BoB or not. That is exaclty what was done to one Bridge to simulate it's "demolition." Bogged down the whole darn game. Sucked allot of the fun right out of it too. But boy it was effective.
  12. Gamey yes, but I still say it would NOT be flawed against green troops. I've seen it work, though the artillery was larger than 150mm. 240mm I think was used against me in a tourney game where I was forced to use green troops. No matter where the artillery hit, no matter if it caused casualties or not, anything within the same area code panicked and would not move the rest of the game. I didn't bitch about the tactic, it was a good one to use given the tourney setup requirements. But it did suck and was not fun in the least. I actually surrendered long before the game was up. Firm believer in the theory "if it ain't fun, why bother?" So, don't necessarily write the tactic off. It can be effective under the right circumstances.
  13. Yea xerxes, I remembered reading that right after sending a turn out. Hopefully they will survive this turn without a casualty so I get a chance to button them. To lose one early would sure bite. Of course, technically speaking, how does an open topped carrier button? I assume the men just duck under the metal plating?
  14. Eventually, if you move enough off. A key to such a withdraw, such as when you are losing badly and are just withdrawing troops so as not to lose them, is to time it so they all run off during the same 60 second turn. That way, when the autosurrender comes, hopefully few to none will remain to be captured. This can be a key in trying to keep a loss to a tactical vs a major or total (speaking from experience here!). But, in this case, running a few snipers and FOs off the map won't force it to drop nearly enough to auto surrender, especially if no casualties are being taken.
  15. Oh lordy, I did suffer a brain fart with that one didn't I? Please disregard this post and assign the blame to late night fatigue.
  16. In that case, the question would be how well you guessed on your TRPs. Obviously, if I manage to go a direction you chose not to account for due to a limited number of TRPs, I may reach the VLs long before turn 29. Your rush to contest the flags therefore would be either a)decimated or called off awarding me the points from the flags. If you chose correctly, I'm still not sure it would work based on the Panther 76 rules. I'm not sure, if a person stayed spread out, how many regular or even vet troops you could truly keep pinned down for 29 turns. I wouldn't think you'd have enough artillery rounds to go around that long if the opponent was moving forward aggressively. They would still prbably be able to reach the VL in fairly good shape. If on the other hand they laid back, you may have enough to hold out. But, like I said before, if the opponent goes Green trying to get a numerical advanatge, it would work big time, even with 150mm artillery. They panic easy and can never be won back.
  17. Wonder why someone plays a game in a manner that makes it no fun whatsoever. And probably add them to my "never play again" list. I know that may sound a bit harsh, but that's the answer. Sounds like winning has become more important than fun. Considering CM is a game, it sounds kind of sad really. But, you'd probably get the win and get to log it on some ladder, so it'd probably make you happy. And I wouldn't bitch about it. I congratulate you on your win and move on to a game that was a bit more exciting. And, by the way, if your opponent uses Green troops to try to overwhlem you with numbers, I guarantee what you propose would work, even without moving your infantry way in the back. A 240mm shell will panic any green troops within 50m easy. With well placed TRPs, you could have his whole force panicked within a few turns.
  18. This has probably been answered in the past, but I did a search on weapon ranges and found nothing. I also couldn't find the answer in the manual, so I'll ask here. I bought my first few Wasps in a current PBEM game. I am trying to use them to flush some infantry that have held up in some buildings. When I look at the weapon range for the FT, it says 75m (50). What exactly does this mean, a max range of 75 but an effective range of 50? I read in the manual where it said flame weapons may use more than one shot at long range. Does the 50 mean that anything over 50 will cost two ammo points rather than one? If anyone would alleviate my confusion, I'd appreciate it. Also, if it's in the dern manual, can you point me to a page reference? Thanks...
  19. Actually, after reading Panzer Aces, I don't think turrets popping clean off the tank where all that rare. Seemed to happen quite a bit when ammo exploded, etc. Also, I didn't read a whole lot of these fellows killing a tank and going "hmm, is it dead? Fire again in case." Seemed that, according to the book at least, these guys pretty much knew when they had scored a kill. Then again, they were Aces and may have been better able to tell such things then other run of the mill Panzer Commanders.
  20. Wow, great thread! As a relative CM newbie (I suck at it basically), I won't put forth my purchase. But the thing I find EXTREMELY intersting is the amount of Vet and above choices I see here. Most threads I have read in the past led me to beleieve people stayed away from higher priced experience levels. Heck, some of you are talking Crack units! Very surprising to me. I'd be real interested to hear why.
  21. They are out of LOS even without HIDE in that case. That's my point. HIDEing a tank does not make it harder to spot. And it DOES reduce your spotting ability.
  22. I'll admit that I don't post a bunch here, mostly because I'm not a grog and really do suck at CM so have little to add. But, if you look at the "I'm not coming back" comments followed by post after post by this fellow, and read the aloof responses about the company he doesn't work for and the paper he never published and still believe this guy is anything but a troll, I truly feel for your cognative abilities. This is about a classic case of trolling as you will ever find.
  23. NEVER use Hide with armor! And yes, I do mean never. All it does is reduce your armor's spotting ability, making it easy pickings. I tried it ONCE when I was learning this game. I had my 5 AFVs on Hide behind scattered trees, hoping to draw enemy armor in. At the end of turn ONE, all 5 were dead as they were hit without ever spotting the enemy armor. And the Hide command did nothing even with them behind scattered trees.
  24. Thanks for the words guys. I depart tomorrow. Should have web access. I may join and ask for a bit of PBEM CM action to pass the spare time!
  25. Redwolf, I know of using TRPs with artillery, but what does it do for a pillbox???
×
×
  • Create New...