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Dellinger327

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Everything posted by Dellinger327

  1. Winds from the North in a certain stock battle. 3 squads 100m away and to the South. 10 dead from friendly fire. What say you? 120 meter drift? Really? This is dissapointing... oh well. Didn't know 60mm motars drifted off target that much.
  2. Thank you very much BFC! I never had such a well rounded experience with a game before and this quick and indepth patch makes it that much more. Very impressed with how you guys operate.
  3. Hello again friends, more questions from my feeble CM understanding... So, regarding these 'marksmen' in rifle squads... what exactly is their "use" other than helping spot with a scoped rifle? (I'm assuming they aid in spotting, from prior threads on the forum.) I have read through the "sniper" posts and understand their differences. I can't split the marksmen out to a two man team for tactical purposes, so I'm unsure of how to best weild this asset? I've also noticed that they, being the actual marksman, are usually among the first soldiers down in a given squad. Maybe this is just a random lack of luck for the marksman or maybe he is firing before the rest of his squad and therefore spotted first? I haven't watched too many replays of how and where the marksmen perish but just a passing observation on my part. Well basically just wondering if I'm missing their use or a better use rather than deploying them as any other rifle squad. Thank you.
  4. All good comments, can't thank everyone enough. If your patience will allow- the following quote is interesting and I have a short question regarding it... How do I go about having my squads 'shoot from the hip' when advancing? I assume the 'assault' button? But I thought that was, one team from a squad moves (seems like they are on 'fast') to said waypoint while the remainder of the squad remains stationary to provide overwatch/ suppressing fire. And then the further most team stops at said waypoint provides cover and the remainder of the squad towards the rear 'bound' forward, etc. and it carries on? When I've ordered 'quick' to X point, I've never seen the men 'shoot from the hip'...? I have seen one or two stop and take some pot-shots at the enemy. I've just never really seen an action where a squad is 'quicking' to a waypoint and silmutaneously firing on-the-run. Maybe I'm not paying enough attention?
  5. JasonC- Well done. So much great info in your post. Many thanks to you. It was clear, concise, and I got it (which I don't get all posts on the board even though I read them...) Administrator- Smoke & Slow, got it. Unfortunately, I assumed, from previous training missions/scenarios, that MG fire from 200+ against 'pinned' lying down infantry didn't seem to be too effective. So I thought a crawl forward would be somewhat prudent but perhaps not. Pak40- lound and clear. I guess another moral of story is- use the ammo you need in the situation you are in, be prudent but not ridiculous... which I guess I was being at the detriment of my troops Mikey- here, here... I have been doing the same thing but in another sense... I was afraid they would stop moving during my 1 minute turn, so I naturally placed them long (as you can tell, I'm not playing real time, hope I'm not looked down upon too much ) But, good info there. I need to start micromanaging movement better. After 10 minutes of this scenario, I was almost wishing it was tight bocage fighting...
  6. Yes, a fantastic job. I may be re-spewing previous comments but this is the first tactical WWII game I have purchased in 10 years (PC based of course.) A job well done and thoroughly am enjoying it.
  7. Thanks Rambler, you must have been posting when I was. Your thoughts were/ are welcomed and I'll give it a go as soon as I resume the game.
  8. Michael, thank you for the insights. I was planning on employing your suggestions the last 200 meters. Originally being 400- 500 meters out (not from the objective but from the first contacts, over open flat ground, again no cover at all), with limited ammo (like some squads are 500 rounds), I just couldn't use the 'bounding' technique because I figured it was all for naught (outside the range of Garands, etc.). I tried to get them to crawl as far as possible while still retaining the 'quick' option to lessen the distance to some kind of cover, which was 200 meters ahead. I will try the campaing again after it's all over and use your suggestion originally and probably some that are not yet mentioned. I usually play the whole way through without saving and replaying... more realistic for me. Man the decisions leaders had to make... this game makes you take note.
  9. Speedy, thanks for the reply... I would avoid open ground but there is no way to avoid it. From the left part of the map to the right side... it's ALL open flat ground with nothing but tall grass and sand impressions in some places... this continues for about 250 meters straight ahead with a small ditch filled with water and a few bushes in the middle... then after that another 200 meters and a two fences to hop over. It's seems hopeless... although, the smoke deal is a good idea.. maybe I can drop some down the tubes.
  10. To be as brief as possible... CM:BN is my first purchase of the series, so I'm quite new, thus my question. And that is: When advancing over open ground (say 200-400+ meters) without ANY cover, with a company size force, what is a good method? I don't want to give out the campaing I'm playing but it should probably be pretty obvious. Anywho, my first try has been so-so. I've lost about 1 man a minute and have advanced 200- 250 meters. 10 minutes in so far, 10 guys down. To be specific, I originally parted off scout teams from my platoons with target arcs no-more than 150 meters (I figured if they shot much further than that, it would be wasted ammo and with the supply levels, it can't be wasted) and ordered them to 'slow' ahead. Moved the HQ's and all support squads to the "best" ground (highest) to spot with covered arcs. MG squads and artillery I had to 'hide' along with all other units and remaining platoons. After first round or minute, one enemy spotted. Ordered remaining platoons and squads to move forward with crawl. Continued this until they were exhausted, rested everyone a minute. Then 'quick' movement order were given to scout teams (they were closest to cover about 100 meters out or so) to the best available cover. Remaining units again crawled, with the exception of MG teams and mortar teams and their corresponding HQ. (I deployed motars after first minute by the way in case their fire was needed or other enemy units were unveiled). I wanted to keep them still in case of any urgent need to provide suppression fire if the advance seem to faulter. Fast forward. Scouting teams once 'quicked' came under heavy MG fire approximately 400-450 meter out. One guy was hit out of 8. (4 scout teams). I then 'quicked' the remaining rifle platoons (after their rest, on hide with covered arcs) and their HQ's and support units also advanced 'quick' after a pause of 15 seconds (so they hopefully wouldn't be the targets of choice), to the sparse cover and "reconvene area". I lost 3 guys out of 3/4 of a company. This was 5-6 minutes into the first battle of the campaign and then what seemed to be enemy 'harass' artillery hit my weapnons platoon with one mortar squad loosing 3 guys out of 5. I'm unsure tactically where I'm going wrong. I know I'm not unleashing any return fire or supressing fire but when I'm 500- 600 meters out, I feel like it's a pissing match between MG teams and total luck in supressing them, especially when their MG's are heavily covered and somewhat entrenched. I also have to conserve ammo. Mortars are being 'shared' in my AO, so I don't want to waste it. My opprotunity costs here are perplexing. I'm one to 'hold your ace card' until you KNOW you need to use it and the mortars seem to be that ace card in this game. I'm sure in this campaign more pressing situations will exist, thus my reluctance for a pre-barage on 1st turn or even one 3-4 minutes in. But on the flip side of that, you can't use something if it's dead... Sorry for the long post, trying to explicit. Thanks for any critique/ insights/ recommendations.
  11. Many thanks gents. Off to Normandy I go! The hardest lesson so far and the best thing I have observed about the game... casualties are going to happen, there is 'no best' way to approach the objective(s). There are 'better ways', just not 'best ways'.
  12. Good day everyone, I'm a complete noob to CM games and CM:BN is going to be my first purchase of the series. First off, compliments to Battlefront and the game designers/ developers. Also, what a great forum here. So many times on other forums... well, you all know how it goes... they turn out to be not so helpful. I learned quite a bit just reading through, needless to say, it helps! Some small questions that probably are obvious but I couldn't find in the manual or reading through the threads. (I've covered almost 35 pages of the forum here but not all 55+, to try to get 'up to speed') 1.) I have the demo downloaded... do I have to uninstall the demo to download the full game when I purchase it? I'm sure it will write over and complete the full game when downloaded, however I just want to be sure which way is best? 2.)Regarding TRPs (I think those are the correct abbreviations? If not, the pre-artillery barage point location helpers). How do I go about setting those before I begin battle? Are they available in scenarios, as well as campaigns? Or just H-to-H battles? I wasn't clear on their availability or how to use. Many thanks for your time in helping me out. A few final comments: This is my first WWII RTS/ TBS (depending on how I play) game purchase since Talonsoft's Rising Sun (I own the Eastern Front/ Western Front games as well). The demo of CM:BN I found to be amazing, so it is defenitely worthy of my money and time. This may be the most impressive tactical WWII game I've ever had the chance of playing.
  13. I'm a do & do. I wanna win and I care how I do it. The latter could be subjective to some... for me, it's taking as few casualties as possible, avoiding big risky tactics (if possible), covering the angles, maxing out the time limit, knowing when to fall back (after scouting a line), finding 'the path less traveled'... that's my due care.
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