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Other Means

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Posts posted by Other Means

  1. if you have a ridge in front of, & a clear, scouted path to the flank of the stug then give yourself a quick pinch: you're in tactical heaven.

    on the other hand, if there is a stug in the open & cover to the sides then you can be damn sure that your opponent has placed/is rushing his ATI to get a clear shot at any AFV that comes past the sides. the only path open i can recommend is mortar the trees then commit most of your infantry (SMG in front Rifle behind) to clearing a path to the stug's flank. if the stug goes off station to try to support the infantry THEN shoot & scoot out of cover. but if you're going to do it, again commit. throw whatever armor you can up. co-ordinate so the stug is turned.

    if the stug sticks, then get your ATI to worry him and then leave a tank behind cover and go for the flank. what extension to get on the flank is one of those questions that only you can answer. balance the threat of hidden AT against what you lose, what you gain, how damn cocky you feel. but keep having your non flanking tank remind him where to point his gun & where not.

    now, you've taken out the stug. it's gone ronson. what do you do with the flanking tanks? they're probably exposed but if you can support them then you can turn the enemy.

    what to do?

  2. i have no probs actually running the game, however if i exit with alt f4 (my tiger vs AI guy with pointy stick = smoking tiger? alt F4!) it leaves a 100meg zombie CM process and a ~temp process that i've got to kill by hand. i'm not saying that doesn't feel good after the tiger frustration mind.

    what's your video card etc?

  3. hey, thanks for the swift response. guess that's what they mean by an active community.

    so if they're aware of the playback feature, how about something to either draw contour lines or multiply the Y axis? it's difficult to spot...you know what, forget it. i'll just play for a while before i start complaining about things that may affect gameplay. it certainly shows you how important a good eye for terrain was in the real world.

  4. Hi.

    Let me make my point then i'll introduce myself.

    I've just started playing & I've already got feature requests (really making friends here).

    I was wondering if there was anyway to record the whole of the action segments of a battle?

    As a newbie if i could have a record of the game from both sides it would enable me to check on my assumptions for exposure, LOS etc.

    It would also just be great of itself, being able to go back & spectate your old conquests. I'm convinced i'll get one one day. Oh yes.

    It seems from the structure of the game that it renders the scene internally before it displays it, no doubt throwing the die on that AP ricochet. So outputting to a file should be no problem. Just a guess of course.

    Also when the forums start hotting up you could link to a portion of replay to prove (or not) your point.

    So, introduction.

    I've been interested in the wargaming community for quite a while. But only, you know, anthropologically. I was glad it was there, in the same way that I'm glad that there is a guy somewhere who home built a 1:10 scale working Ferrari in his garage. And that the guy is married.

    But I've never wanted to move around hexes. I've always been interested in the challenges that the era and combat present but there were too many layers of abstraction for the MTV generation. One that really hooked me though was the Close Combat series.

    And the thing that i really like about CM2BB is: you've got to play it so differently from CC. All the things that I didn't like about CC are resolved here. If you flank here, then FLANK. It's no use getting 60o seperation, you've got to turn the enemy. You can't send a squad off, unsupported, for a reccee. They won't like it. They won't do the job.

    So: I'm still learning but this game has really captured me. I'll look forward to fleeing from some of you in the near future.

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