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jonPhillips last won the day on November 6 2017
jonPhillips had the most liked content!
About jonPhillips
- Birthday August 29
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Take me back to dear old Blighty...
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jonPhillips reacted to a post in a topic: Mines question
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jonPhillips reacted to a post in a topic: CM needs this feature…
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Warts 'n' all reacted to a post in a topic: CMFB Rollbahn D Full Campaign
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jonPhillips reacted to a post in a topic: T-34 Shockingly Reassessed (Strong Language!)
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CMFB Rollbahn D Full Campaign
jonPhillips replied to theforger's topic in Combat Mission - General Discussion
@danfrodo Please keep your superb progress reports coming... -
jonPhillips reacted to a post in a topic: CMFB Rollbahn D Full Campaign
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jonPhillips reacted to a post in a topic: Buddy Aid
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This +1
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jonPhillips reacted to a post in a topic: Blowing a hole … or not
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Courage Conquers Scenario 2
jonPhillips replied to WriterJWA's topic in Combat Mission Final Blitzkrieg
I absolutely love this video. Some really funny dry-sense-of-humour remarks in the commentary too. Great work chap. -
CMFDR reacted to a post in a topic: R2V The Arverni Gambit
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This little gem of a scenario represents all that’s best about playing vs the AI, a great example of a deeply frustrating tactical puzzle – but only if you play as the underdog Free French. I’ve played this three times now, a Tactical Defeat, a Minor Defeat and finally a Minor Victory... and I felt I’d really earned the latter... I haven’t tried going after the high ground yet, maybe I’ll give that a go next time out. I’ve tried various ways to attack the town and yeah, it’s a bit 'gamey' but try pushing a couple of infantry-loaded Deuces (don’t forget to acquire the Bazookas and ammo!) with a couple of Stuarts *really fast* to grab yourself a foothold early on and then it’s a slow grind. You have plenty of time, ammo to burn and whilst you don’t have the auto weapons that the Germans do, the Stuarts can run rings around the Marders - just manoeuvre for the flank shots whilst keeping out of PF range of the infantry. And don’t forget how deadly the Canister is. Get a couple of Stuarts into the town, covered by some infantry and this will shred the Germans, more than counterbalancing their MGs. This is great tip – but I’ve used this to slow the Germans heading for the buildings, rather than worry about the high ground. The high ground in this scenario hasn’t been key in any of my games, it’s always been a slugfest for the main VPs of the town. I think this is a great scenario for solo play – a real challenge like you only usually get vs a human opponent. In addition to it being a proper challenge as the FF, there are so many different approaches to a possible win. I wouldn’t consider it as a HtH scenario, because the SS are a bit overpowered, but if you want a multi-replayable solo game, with lots of tactical options – on what is a also a great map – this is a total winner. Playable in less than 4 hours too, so if you have an evening home when the SO is out and you’ve finished with P**nH*b, give this baby a go. Thank me later
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jonPhillips reacted to a post in a topic: Next Final Blitzkrieg Module Speculation
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jonPhillips reacted to a post in a topic: Some Tactical Advice Needed - Defending against an AI attack
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Bud Backer reacted to a post in a topic: Some Tactical Advice Needed - Rooting out Infantry in a town
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A Canadian Cat - was IanL reacted to a post in a topic: Some Tactical Advice Needed - Rooting out Infantry in a town
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BarendJanNL reacted to a post in a topic: Some Tactical Advice Needed - Rooting out Infantry in a town
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I just finished reading a thread in the CMFB forum asking for tactical advice when attacking a town and lots of excellent hints and tips were posted - which prompted me to ask for similar advice, only this time defending against an overwhelming AI attack. The scenario in question is about 8 missions into 'The Scottish Corridor' campaign and given the two previous AI attack missions in this excellent campaign, I’m in for a rough ride. I have a couple of companies of British infantry (one weakened), one 17pdr AT and a few Churchills to face down a whole horde of German infantry, supported by artillery and several Panthers. We all know the attacking AI is no match for a human attacker, but the scenario designer (tip of the hat to Paper Tiger) has a great talent for getting the best from the AI when attacking and so far I’ve lost both missions in this campaign when defending. So please post your best advice, which I suppose will be good advice for defending in any situation - but facing an AI swarm has it’s own challenges. Show me what you got...
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Interesting, but it’s slightly difficult to take the article seriously – given this howling error: "The Allies worked together–the Sherman’s underpowered 70mm could be upgraded with a British gun because of interoperability of parts." I have to confess that I lost interest at this point and couldn’t be bothered to check the accuracy (or otherwise) of the many other statistics quoted by the author.
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Thank you for this detailed and comprehensive reply. Sound is working for all other apps and sound is set to 'on' for all of the CM games. I’ll try the audio reset you suggest and see if that solves the problem. If not, I’ll check the article you provided the link for. That’s also good to know - thanks for the reply.
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I just upgraded my OS X to Mojave 10.14.1 and the sound has stopped working across all of my CM titles RT, FI, BN and RT. Does anyone have any ideas why this might be?
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Try here: Fatal Decision: Anzio and the Battle for Rome https://www.amazon.co.uk/dp/0060576499/ref=cm_sw_r_sms_c_api_298AAbR62AFYX
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I have to disagree – written with a completely pro-US bias, any volume that hero-worships Mark Clark has to be questioned. For a balanced, well written book of one the key campaigns in the battle for Italy, try 'Fatal Decision: Anzio and the Battle for Rome' by Carlo D’Este. Despite the fact that it focuses a little too much on the political in-fighting between the senior Allied commanders, it remains an excellent and well-researched account.
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Great thread
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Infantry Movement Rates
jonPhillips replied to jonPhillips's topic in Combat Mission - General Discussion
Thanks for all the replies fellas, too many good responses to quote them all, so I’ll merely say my overall take out from this thread is summed up below: -
With traditional hex-based board wargames, a unit will typically be given a number of movement points usable per turn. The various terrain types will be given a number of movement points required to enter. Thus it’s relatively easy to visualise where each unit will be at the end of any given turn. Within CM, how can movement rates be calculated/estimated? For example, assuming no enemy interference, how far can a unit travel when using Slow, Hunt, Move, Quick and Fast? And how does this change for the various terrain types? This isn’t stated anywhere in the manual and a forum search hasn’t returned anything on this topic. I’d really like to know that, for example, a unit that is 'Ready' could travel 'Quick' through woods for around 60m in a one minute turn. Then I could decide whether to move them that full amount, or whether to have them move for just 40m and rest for the remaining 20 seconds. Does anyone have any useful info along these lines?
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Tactics, Techniques, and Procedures
jonPhillips replied to General Jack Ripper's topic in Combat Mission - General Discussion
Great series of videos – both entertaining and informative. Many thanks for making and sharing them.- 61 replies
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- tactics
- techniques
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