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ramarch1

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  1. Thanks, guys. I just want to get to the point where I know the capabilities, so my mistakes aren't caused by a lack understanding of game rules. (i.e., I want to lose based on lousy tactics!) When that happens, I can see getting more involved. Thanks again.
  2. I downloaded the demo to try CMBO out. The first game left me with a lot of naive questions about the game, some of it stemming from my lack of knowledge of military structure and equipment, some of it having to do with nuances of the program. In modeling a “real” situation, all this stuff should be known by the player before the start of the game. I read a number of posts on tactics etc. My questions are more basic than that. Would someone who knows the game well be kind enough to answer these questions for me? Sorry, its a long list. General commands: TARGET commands: do they continue after the turn, or do you have to re-input or do they stay active and you have to cancel them? What’s with TARGET NEXT? Exactly what does it do, over what interval? Same for infantry as for tanks? Mortars? 105s? TARGET commands lines-of-fire appear to emanate only from the original standing point. If you are attacking, can you RUN, then TARGET in the same command sequence in one 60 second turn? Or must TARGET commands always come first? Do the soldiers automatically return fire? I can see how that can work in defense, but what about attacking / rushing a position? Does going to HIDE at the end of a turn slow down movement progress? Is it necessary to HIDE in woods? Scattered trees? Does it do any good in an open field? (My bet is “no”) Squads: Rifle versus Engineers – What is the qualitative value of each? There are designations I-2, T-2, H, L, K, etc. Are these just unit designations to keep track of each, or do they indicate some other sort of quality? Squads have baseball bat and backpack symbols next to the ammo number. The ammo numbers vary but 45 seems to be the largest. 45 what? Rounds per soldier? Clips? Does it matter? Baseball bats must be the rifle grenades. What is the effective range for it? Backpacks must be demolition charges. Um, what is the best use for them? Do MMG / HMG squads set up independently from the platoons? Are they supposed to be positioned at strategic overlooks to provide cover? What does their ammo number represent? Belt / bursts? 60 second bursts? Flamethrowers have an ammo level of 6. Six what? Six bursts of fire? After that, just drop and hide? Lieutenants: I-O (Intelligence Officer) , J-O (Junior), E-O (Executive) – How should each be deployed? With how many squads each? Should the I-O be close to the captains, or do they also lead a platoon? Should the J-Os be assigned to front line troops (seems more realistic)? Better if with veteran sergeants? How close should they be to their squads? Are all the Lieutenants in communication by radio? If so, then to each other or just higher officers? To mortar spotters? Tanks? Squads? Who? Does this speed up anything? Lieutenants have up to 4 symbols after their ammo – for command, morale , combat and stealth. I take it that you would figure out your objectives and send the right platoon to do the job based on the Lt’s credentials, with appropriate “manpower set” up allocated to that Lt? Any value in putting veteran sergeants with decorated Lts, or is it best to mix it up – good vets with green-horn Lts? I guess that might answer itself. Captains: Where do they want to be? Remote with good overall view, like spotters? In a bunker / house? Artillery: What is the game's functional relationship between mortar crew and spotter? Both have targeting commands. Must the mortar crew have a line-of-sight to the target, or if the spotter has it, does that perform the function? Does the spotter have to be within shouting distance of the mortar crew? There appears to be a time lag between spotting and delivery of arty. How long is it for each type? Once arty is expended, what can you do with the spotter and crews? Do they have any value, other than as “decoys”?
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