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Other Means

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Everything posted by Other Means

  1. you may be best with some kind of download manager like get right. i remember the old dialup days. and not fondly.
  2. there's only one was to deal with the Ruskies. and that's in a bowl, with a little milk and banana.
  3. the best i've seen is The Proving Grounds. opponents are rated etc. good luck.
  4. in that case, you're playing the wrong side. you've got to win the armour war & the Germans are best equiped for that. any tank can kill a firefly but it takes a firefly to kill some the the uber armour. </font>
  5. in that case, you're playing the wrong side. you've got to win the armour war & the Germans are best equiped for that. any tank can kill a firefly but it takes a firefly to kill some the the uber armour.
  6. oh yeah. the worst happened to me in a massive CMBB scenario. playing the Russians i had that many AFV's i was just setting one waypoint where i wanted them to be. they were going the wrong way around trees, going down AT covered roads, blowing up for no real reason i could see when i fianally checked and showing up in action piecemeal. my own fault but there was just too damn much. 3000pts is about the biggest i play.
  7. the "lorried infantry battalion" is a well rounded force. build round that with as many AFV's as you can, then spend what you can on onboard mortars. light flak guns provide great suppression as well. with this force you get 6 6pdr's, sharpshooters, infantry & carriers. you can embark the guns on the UC's & claim patches of trees, push the guns through & you have AT cover for your AFV's. these can then be used more boldly, especially if you've got many 3" mortars to hammer any ATG's which open up. you've got AFV's to kill his MG42's infantry to take ground, ATG's to kill his AFV's (tell him Hetzers are gamey) & mortars to kill his AT guns. sharpshooters are ideal for scouting as well. MTC & hide with a 180 degree 170m covered arc in front. you also get 3" & 4.2" OBA FO's. {edited for my flamingpicky's blood pressure} [ June 29, 2004, 10:59 AM: Message edited by: Other Means ]
  8. have a look at this thread in the CMBB forum for my thoughts about recon with 1/2 squads. it's obviously only a theory, any discussion would be welcome.
  9. gets tiring doesn't it? Redwolf made some rules which may even some stuff out: http://schlepper.hanse.de/redwolf/armorrules/
  10. thanks again John. i think this illustrates the fact that such losses were not seen as unusual nor unsupportable. indeed it seems accepted that this will happen as part of a general advance. quite a different picture from Whittman stopping the allied advance single handed.
  11. keep MG's at the back of the map, keyholed so they can only see a portion of the ground. these force the enemy to go through trees. when the enemy attack is compressed in the trees, drop arty on them. cover lines of approach with AT guns. have them cover each other & be hidden from the front. your aim is to have the infantry stripped from the armour by the time the AFV's pass your guns. you also want to hit the AFV's from one side so that they turn to face the guns, then hit them from the other side. this or get them from both at once. your infantry should be out at the front but should not be in contact with the enemy infantry by the time you hit the enemy with arty. basically, you want to slow the advance with MG's & arty. decimate the infantry first, then destroy the tanks that try to support them, then use your infantry after this to kill them all. use 70% of your infantry as a line to stop him getting through, use the rest as a mobile reserve. if you can safely get a body of infantry behind his use it to get his high firepower support.
  12. ah yes. you never said "with a molotov". reading my own agenda into your post - my appologies.
  13. ummm, Wicky? that's a movie of a death defying Soviet tank hunter trying with a molotov before hitting it with a grenade. no fire splatter, ~30m range. sorry cuz.
  14. thanks Letsbe Ave. seems to answer it quite nicely.
  15. hi Dandelion, cheers for the response. i agree that the 1/2 squad covering a wider area is good, however i feel this is kind of a one shot deal. whenever i'm trying to advance, i always try to keep the momentum up. keep them moving and the enemies time to re-position MG's, call arty strikes etc is reduced. if i ever scout with 1/2 squads i end up with an uncompressed advance. the lead squad will take fire and the time it takes to rally them means that the advance has passed them by. you are then basically scouting with the main body. if i give them time to rally & put them out in front again, everyone usually gets hit with arty. i think we're all saying it comes down to fire supremay, we're just trying to achive it in different ways. fire supremacy comes from non supressed units firing. IMHO split a squad & although its fp is halved, it's rally time more than doubles<sup>(1)</sup>. therefore you are losing 1/2 fp * more time to rally as well as leaving the other 1/2 squad in a fragile position. you've got to have this close enough to re-unite (which also takes time) but if they take any fire they are also out of the game for a time. also, the 1/2 squad has less eyes forward. therefore it's abilty to scout is lessened. (1) i've no numbers on this, has anyone done a test to how much longer this is...i may be basing this on an incorrect observation.
  16. thanks John, is there any materials avaiable from 22nd Armd Bde & 4 CLY about the V-B engagement. ISTM that as they would bear the brunt of the armoured fighting they would have more details on what actually happened. and could anybody tell me what 4 CLY is? is it an armoured company? {edit - found it 4th County of London Yeomanry. thanks anyway} [ June 19, 2004, 10:14 AM: Message edited by: Other Means ]
  17. thanks John. quite edifying. even though for the time the British army had great C&C, it still gives a flavour of how confused such fighting was. interestingly no mention of any column of Shermans destroyed. do i have the wrong action, is it a myth or was the information not available?
  18. pardon for the OT interupption but what is "Maffeys Halo" in the picture above? i can see the smoke ring, was this common enough to have it's own nickname?
  19. going to bump this as i'd appreciate any input.
  20. making a hole in wire with charges is a great idea but i don't think it's possible with the current engine. no map features can be deformed in play.
  21. also try this site for the full lowdown: http://cmak.jemian.com/
  22. Jason, i'm curious as to why you think a half squad is better. understood that you're risking less men but are you not increasing the rally time significantly? as they take a bigger morale hit you have a half squad not returning fire for quite a time. with a full squad, they will take the hit, pin, the rest of the platoon will return fire, the shooter returns fire & the pinned squad rebounds quicker. this then as the closest shooter takes fire which as the enemy returns fire creates manouver opportunities for the platoon. if these are not wanted, you still have less men not shooting for a shorter time. especially with SMG squads where the closed range is more likely to result in significant enemy loss. ISTM.
  23. so...things are being added eh? {steeples fingers} gooood gooood. edit - mismatched brackets. every iota of programming in my soul shouted at me.
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