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Zardoz01

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About Zardoz01

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  • Birthday 12/21/1959

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    Melbourne, Australia

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  1. Excellent! Like that backbone of the internet, the Apache web server, so-called because it is a patchy server... đŸ¤Ŗ http://xahlee.info/UnixResource_dir/open_source_rewrite_history.html
  2. This behaviour is definitely still in CMBN 4.01. I saw it last night on two occasions when teams who were pinned, but as safe behind soft terrain as they were ever likely to get, proceeded on the next wego turn to a) run out in front of the cover and b) move *towards* the enemy. 😖😖 Needless to say they were Mentioned in Dispatches... under the f***wit section...
  3. I'd like to be able to create a little table that told me what I could expect from the various move commands when the move-ee encounters opposition. The general advice I've picked up from this forum, for example, is that scout movement orders should usually end with a short hunt 'n' hide command so that if they get fired on they will stop and go to ground. I've understood that to imply that units will generally try to fulfil 'quick' and 'move' commands. This matches my experience so far - units moving with quick or move always *seem* to want to go to their destination when fired on although they can pause and return fire too unless the short target arc trick is used to prevent them from engaging. Units that are pinned don't keep moving and units whose morale completely cracks when fired on retreat - I've seen that too. Also is the thing that matters whether the unit has identified who is shooting at them as opposed to just receiving fire from an unknown location? It is possible AFAIK for my unit to a) receive fire from a completely unspotted enemy b) receive fire from a question mark c) receive fire from a spotted unit. Sounds like this makes a real difference? Just how smart is the tac AI when fired on?
  4. This discussion of the characteristics of the various move orders is great stuff. I might start a separate topic on it as I have a few more questions. On the MG42 my so-far limited experience in the game suggests that when set up on the sustained fire tripod, LOFs are easier to find.
  5. Hmmm? Is there a special property of "Move"? I generally use "Quick" and then go to Hunt, Slow etc as needed. While we're on the subject of MGs, I find myself generally disappointed by the US HMGs especially. Just an impression without any data. There are various suggestions on the forum - deploying them in pairs is an interesting one as often there is no shortage of them. Can somebody definitely confirm the query I made earlier as to why it is often impossible to get LOF from US MGs set up behind bocage even though the riflemen standing around the same action square are shooting fine? Is that a bug or a feature? Is it due to the MG team sitting/squatting to operate the gun?
  6. Thanks everybody. I'm glad Bil's practice scenarios have turned up again! I've searched cyberspace a couple of times in the past looking for them. I'll go off and play them through and see what's what. There's enough guidance from @domfluff's post and @Bil Hardenberger 's blog post to practice with. This all arose from me jumping back into CM without having the basics right. As we all know this is a game where only correct tactics are likely to work.
  7. I'm looking for some advice on tackling German MG42s. There's lots of references to this in the forum but most discussion seem to revolve around whether the game implementation matches the reality from the war. Whatever... ☚ī¸ they're effective enough for me!! What to do about them is the difficult question. I'm interested in the "worst-case" situation - where the MG is in cover, eg a building, and where the Allied player has no access to HE for whatever reason. A rifle squad assault is the only option. But what should my expectations be and what is the minimum force size that is likely to work? These are my observations so far: * An MG42 firing from ambush is quite capable of destroying a 4 or 5 man team in the 1 minute Wego period. So I need to have the two man scout team up front as the sacrifical canary in the coal mine to force the MG to fire and reveal its position. * The idea as I understand it is to have multiple, separated, teams firing so that they can pin the HMG before they themselves are pinned or destroyed. At least two BAR teams seems to be the minimum necessary? Maybe 3 or even 4 for good measure? It takes a while to get suppression on the MG and it can do a lot of damage in the meantime. * The German MG must be suppressed before attempting to deploy the US HMG teams otherwise they get destroyed during their setup period. Also the US HMGs must be set up in the open as I find that when set up behind bocage they inevitably end up not having a LOF through the berm of the bocage. Once in place, presumably, a US MG can free up a BAR team. * Finally a squad for the close assault. Smoke may come into play from a close distance? So, as a rough rule of thumb, I need to budget one platoon per expected HMG it seems? Thoughts? This reminds me of the old CMBB days where there was a Russian Training Exercises scenario with green Russian troops assaulting a dug in HMG. The Russians could pull it off ,if managed correctly, but suppression of the Russians was more modelled as loss of morale rather than the outright kills that I seem to get in this game. Is there a similar scenario in this game somehwhere?
  8. Now... Can I stretch the friendship and ask for the definitive set of must-have add-ons for CMBN?
  9. So I go to CMMODSIII and see that there are "CMBN sound mods" and "Uncategorized". Where is everything else!? ta.
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