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wvfoos

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Everything posted by wvfoos

  1. Yeah, you need to send your armor, around to the left, and I even took a couple of platoons of infantry to the right, behind that one little building to the extreme right of your starting position. Then ran them straight across the road to the bushes. Then I approached that stone wall/graveyard from that direction. IIRC, I even set up a HMG by that lone building and had it cover the whole road/church/graveyard. I put my arty spotter on the front edge of that clump of trees/ridge to the right of your starting position.
  2. Having just downloaded and played my first scenario, I must concur this CMETO is awesome. Good work David, and all the authors of the scenarios. Yes, I know, I'm about 9 months late in getting this. I always thought the original CMBO scenarios would have been even more awesome, if they had the added features of CMBB and CMAK. Are there any scenarios where they use the actual members/names of the 101st, Easy Company guys? Are there any mods to give a more realistic effect to the US paratrooper's uniforms? Like with the branches and stuff in their helmets, and more of a brown/washed out type color to their uniforms, as opposed to the OD greens?
  3. Ok, I'm a noob, so fire away if this is something I should know, but I can't find it anywhere.... Ok, I'm playing the "boys from texas" cmak scenario and this might have a few spoilers..... I've got my two shermans playing peek a boo from the buildings. I have them shoot and scoot and they have cover arcs to the hill on the right of the road (as the shermans look at it). There's a tiger up there. However, there are also like 2 squads of german infantry directly in front of the tiger (also in the cover arc). So, when my shermans come out of hiding, they always fire at the infantry, and the tiger busts their ass. How can I get the shermans to IGNORE the infantry (my own infantry can deal with the german infantry, i'm not worried about them), and just pop out, aim at the tiger, fire the shot and get back? They always open up with their mg on the infantry and waste time they should be concentrating on the tiger.
  4. Got the new disk today. Installed CMAK on the first try, no problems whatsoever. BFC should be commended on their swift attention to customer service. However, I have to ask, was the 2nd disk any different than the first??
  5. And I managed to do msconfig, run in safe in diagnostic mode and got the cd rom to work, however, still end up with "read beyond end of file error." At this point, I'm out of ideas....
  6. oh yeah, I"m running WinME. I've got cmbo and cmbb on the hd, so it shouldnt' be a min specs issue...
  7. Ok, I read the trouble shoot page, and that didn't help. CMAK won't install. Drive hums along, light blinks for a while, and then I get a "Read beyond file error" or something. Tried to install in safe mode, but in safe mode, I can't access my cd drives. Only the hard drive and the floppy. Any help?
  8. YES!!!! Tried going around the left last night with the armor. HUGE difference. You can go ALL the way left, and come around to the back of the germans in the village, and use the buildings for cover as you advance toward the church/cemetary. If you try and advance over the open from the ridge to the church/cemetary, you get shredded. By going all the way left, you can also get shots on the german tanks waaaaaay behind the church, PLUS, if you still leave 1 or 2 tanks on hte ridge right in front of the setup, on the right hand side, you can play "sping the turret" with the panzers and tigers with them and your tanks that went all the way to the left. I never thought of sending them that far around the left. I'm pretty sure Adolph and company are finished tonight.
  9. Well, that explains why I had so many platoons out of command last night. Gotta keep the lt with his own platoon. I was trying to attach a couple more squads to a particular Lt for a flanking move, while I was using their Lt. to bolster some other platoons. I kept wondering why the black line was stretching clear across the map to their original Lt, when there was a perfectly good Lt right next to them. But a HQ unit can command ANY of the platoons under its command, right? IE, it can command ANY of the different Lts' platoons A platoon, B platoon, whatever (as needed), but Lt A can only command the squads in A platoon, right?
  10. Damn, never thought of that. Get your tanks up to mach 1 speed, and ZOOM over the crest. Giving less time for Adolph and his boys to take shots at my commie tanks. I usually park my IS-2's just my side of the ridge. If anything the gun in the cemetary can see the TC's head but not much else. And when I begin the assualt, I just do it from there, and they lumber over the ridge, and get creamed. If they were going balls out when they go over the ridge, that would help minimize their time of exposure until they get to their next cover. I'll have to try this tonight. Damn I'm a newb. This game should not be able to be acquired without a prescription its so addicting. It's all I can think of here at work.
  11. Hehe, well, the shoot and scoot thing was one thing I had already planned to try out tonight. I've pretty much wasted a whole day at work reading the SG.
  12. Thanks about the preplanned thing for the rockets. That helped. The other guy, I also put on the woods to the right, on the crest. Gives good view of the town, the graveyard, down the road, and even the area to the right of the graveyard.... I keep getting shredded in this scenario. I'm still having trouble with getting a handle on what exactly I should be doing. I'm going to have to start trying some new stuff. I got my CMBB strategy guide in the mail yesterday (and it's giving me some ideas of stuff I should be trying in my current scenario), and I've already picked up a bit of info from it. Sure, for you long time grogs, it may be full of stuff you already know, but for *almost* (I've got panzer general 3d assault, and can *usually* beat the ai in that game, along with west front/east front/rising sun and can usually hang with the ai in those) pure beginners like myself, I think its not too bad (so far).
  13. Ok, maybe i'm missing something here, and because I'm a newb, that's more than likely. But...... In the Jagermeister scenario (suggested as the 2nd tutorial in the CMBB manual), playing as the russians, I've got some arty spotters. They say on their info page, transport class 1. As they are a SLOW speed unit, I tried to stick them on a tank, instead of waiting 10 turns for them to get where I need them (when the bulk of my force can be in position in 3-4 turns). For some reason, no can do. What am I missing? The manual says you can transport, as long as the transportER has a higher transport class number (tanks have tr class 2) than the transportEE (arty spotters have tr class 1), but something is preventing them from being transported by the tanks.... Any help???
  14. Ok, I'm a newb. I played cmbo for a while, and then got distracted with other games, and am now getting back into it. I started playing the Ham and Jam scenario, the Pegasus Bridge one. SPOILER********* I'm playing as the Brits, and and having some trouble figuring out what to do with pillboxes. For instance, the pillbox at the edge of the 2nd bridge. I've got some engineers, but do I need to do anything special with them to take out the pillbox? Do I just need to get them in range, and then let them fire? Or do I need to get them up in point blank range, so they can plant their charges or something. I used some smoke to cover their advance, and they got to point blank range pretty much unscathed, and then they got shot to crap. Do they need to be sent around to the back of the pillbox so as to avoid the barbed wire?
  15. I've only played the second battle seriously like 2 or so times. One time, my force was so smashed up from my horrendous first battle, that i quickly gave up in the second. But last night, i was able to make it through the first battle with a minimum of casualties, and all my armor intact, even that little scout car that doesn't seem to be good for much. He has like zero visibility if buttoned, it seems like. Anyway, i massed 3 tanks and the scout car on the crossroads of the right column to start the second battle, and as soon as the scenario started, sent 2 of the tanks side by side on "fast" to the end of the map. Only encountered the wooden bunker, and it was taken out easily. Got clear to the end of the map. Then the germans came out on the sides of the roads in between those two forward tanks, and the other tank and the scout car, just outside my setup area. I then backtracked with my two forward tanks, and caught them in the road from behind, in a blistering crossfire. Butchered them with no problem. The 3rd tank was immobilized in the road from arty, but could still fire its gun and mg. And the scout car was destroyed by arty, but i wiped out like 4-5 platoons/teams with just the two forward tanks and the gun and 50 from the immobile tank. I've never thought about turning left at the left crossroads. I thought you were supposed to just cross that one bridge on the right. I'll try your suggestion of making a left at the roadblock. Thanks. I also failed to recognize until today, i could combine the two columns in the setup. I did that tonight, on the right column, and totally ran through that crossroad. Set three tanks and mortars up to blow up buildings, the forth to take out the mg on the main road, and then charge into the town, with mg's covering to cut down the germans running from the exploding buildings. Clearly a rout. But i think i'll try again and go left at the barricaded xroads.
  16. I'm new to all this grognard/hexer stuff. I've tinkered around with some quick battles (won several convincingly) and stuff, and read the manual religiously (CMBO, im ordering CMBB soon). It's taken me several tries to get a decent grip on the carentan battles (i play as the allies). I think there are nine battles in that scenario. Anyway, i've got the first battle pretty well done, but i was just wondering, how far should have i advanced at the end of those first 20 turns?? On the right column, I'm usually well in control of the first town there at the crossroads, where you have to take out that antitank gun. But i'm not really much farther than the crossroads, at least with any decent sized force, maybe a platoon or a split either at or beyond the crossroads. I blow up several of the buildings before making my assualt on the townm, and the rest of my force (including the tanks) is usually solidly in the town and buildings. Should i be much farther than that? On the left column, i seem to move much slower. I'm usually in control of the crossroad with the barricade, and usually the field just beyond the barricade. My tanks are usually are just beyond the crossroads, and are getting ready to support my troops on their run across that open field. It seems like getting my guys through that bocage takes HOURS. Especially those units that can't move FAST, like mg and mortar teams. Should i be much farther than that crossroads. One game, i did manage to move my tanks safely along that road to the point i could take out the antitank gun that was pointing to the column on my right. But i hauled ass to get that. Took several heavy casualties. But i did get my tanks to shoot into the side of that gun, and knock it out. -------------------- "It looks like you guys're gonna be surrounded." "We are paratroopers, Lt. We are supposed to be surrounded." -- Captain Dick Winters, Band of Brothers.
  17. I'm new to all this grognard/hexer stuff. I've tinkered around with some quick battles (won several convincingly) and stuff, and read the manual religiously (CMBO, im ordering CMBB soon). It's taken me several tries to get a decent grip on the carentan battles (i play as the allies). I think there are nine battles in that scenario. Anyway, i've got the first battle pretty well done, but i was just wondering, how far should have i advanced at the end of those first 20 turns?? On the right column, I'm usually well in control of the first town there at the crossroads, where you have to take out that antitank gun. But i'm not really much farther than the crossroads, at least with any decent sized force, maybe a platoon or a split either at or beyond the crossroads. I blow up several of the buildings before making my assualt on the townm, and the rest of my force (including the tanks) is usually solidly in the town and buildings. Should i be much farther than that? On the left column, i seem to move much slower. I'm usually in control of the crossroad with the barricade, and usually the field just beyond the barricade. My tanks are usually are just beyond the crossroads, and are getting ready to support my troops on their run across that open field. It seems like getting my guys through that bocage takes HOURS. Especially those units that can't move FAST, like mg and mortar teams. Should i be much farther than that crossroads. One game, i did manage to move my tanks safely along that road to the point i could take out the antitank gun that was pointing to the column on my right. But i hauled ass to get that. Took several heavy casualties. But i did get my tanks to shoot into the side of that gun, and knock it out.
  18. Arghhhhhhhhh, you beat me to it.....
  19. I'll be the first to tell myself to read some of the threads here before posting. That way you old timers don't have to take the time to chastise me. Jesus. I just needed to look down like 4 threads.
  20. I'm a noob. Total noob. I've read the manual, and the hotkeys and stuff. But i can't find the key to show the grids, so i can get a better idea of distances. I've got version 1.12, of CMBO. Thanks.....
  21. I don't really mean to be an idiot, but i only see like four or so scenarios there. Is this the page you are talking about??? http://www.combatmission.com/scenarios/scenarios.asp
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