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Other Means

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Everything posted by Other Means

  1. I think not having unobserved fire is one of the trade-offs BFC made. With the Borg available the potential for misuse is too high. I agree though it'd be vey useful.
  2. The weight per se doesn't matter, it's the weight per unit area of track. That's why most Sherman varients will bog but Tigers won't. This is historical, e.g. Villiers Bocage.
  3. The main reason I play QB's is because there's not enough, or really any, vanilla scenarios. That is - attack this piece of ground and take it - here's reasonable forces to do that job and your opponent will have the same. To that end, buying is interesting because you're trying for a decent, flexible force that will do what you want on a map you've not seen. But as JasonC says, your opponent can easily buy underpriced *cough StuG's* items which present more of a challenge than really they should.
  4. Jason, thank you. Jim1954 - thanks, that's the kind of thing I was hoping for, but the CM3_EXP.XLS spreadsheet is empty. I have a full version of Excel, does anybody else have this issue?
  5. Are these available anywhere i.e. Brush = 50% cover, 40% concealment etc? I've got rule of thumb ones which everybody uses and I assumed everyone assumed the same. But I've recently taken over a game from someone and I can see that it can be played quite differently from the way I've been playing, so I'd like to at least ground some of my assumptions in fact. Cheers.
  6. It depends why you play I guess. If you play to win no matter the cost, then the buying in QB's is a great skill to have and should be cherished. If you play to see an illustration of tactics, then obviously it's the latter. I suspect I'm somewhere between the 2 camps, represented on one hand by ladder players and the other by JasonC. I use the game to have fun, and the having fun is partly because it's a contest and partly because it's a tactical exercise. So I like to win but don't devote all my time to it. There was a thread about splitting squads, where Walpurgis Nacht demonstrated how to split and re-combine squads to maximise the available firepower per unit ammo. I couldn't imagine ever doing something like that as it's just not fun. So good play to me is using good solid tactics to win, without going into the minutia of micromanaging each unit so it's exactly the right distance from the edge of the tree line etc. And ocasionally trying something bold because the payoff is great, which you'd never do if it was mens lives at stake.
  7. Can I ask why only 55+ turns? It looks like it'd take 40 turns to walk that map unopposed. Beautiful looking map mind.
  8. intresting thread, was just wondering though, what does VT stand for? </font>
  9. A really fun scenario for the British player is Argenta Gap. Be aware - that page has a review by me which contains spoilers. It's small to medium in map size, but large in unit count. It's also action from turn 1, more or less. I played as British and would have had a hard time losing. It also has all the nice units you want to use as a CW player - I won't spoil it for you.
  10. You want to have your overwatch in LOS of wherever the guns will be so they can open up within the same minute as the gun is seen. That way you hopefully don't lose a tank. I'd say give it 50 turns or more, it looks a big map.
  11. 3 inch mortars do the trick quite nicely, then a Vickers firing on the trench to maintain pin. Even a Sherman firing close from out of LOS, although it's tricky to find the right place. But the best thing for units in trenches is VT arty. Expensive - but worth it.
  12. No, because we aren't as pathetic as you! :mad: Anyone who wishes to be taken seriously goes RA-TA-TA-TA-TA-TA for Allied MGs and R-R-R-R-R-R for German MGs. But yeah, on setup I can hear the WOOSH of a Sherman when I stick a 75HT in amongst the flag rushing 251s in a ME QB. And I cackle out loud when setting a particulairly devious trap. Why? It has to be loud to drown out the imaginary gunfire ofcourse! </font>
  13. Close - Liverpool. And if you don't do it yourself then you're dead inside. DEAD I SAY.
  14. It's be EVEN more appreciated on the BB forum. CMBB forum.
  15. Elmar, if you want to send those images to me I'll crop them to a reasonable size. And really, a NaVerteitigungs Waffe kill?
  16. So, with GD the turret stops in the last position. If there was a covered arc the gun would stay in the middle of it, unless it saw a target. If there wasn't the gun would go to hull front, unless it saw a target. At least in my experiance, there may be a time where the G gets D'd and the barrel moves to hull front. But I've never seen it AFAIK.
  17. Is it just me that hears a whistling noise when setting up TRP's? Or kak-kak-kak sounds when at level 1 looking at an MG's possible LOS?
  18. For 3k QB's I usually have 50+ turns. It just makes sense to me to have the extra time. Funnily enough, I even prefer it on the defense.
  19. A MKII Golf is definately the StuG of the bunch, with the GTi being 80mm fronted.
  20. You got me. Is there any saves available that you can send to BFC? Possibly the autosave.
  21. If you did the setup, open the file you sent him and see if you can buy the same. However, PBEM files have been known to be cracked to the extent that people can buy extra units. Was he a friend?
  22. In a similar vein but worse, I had 5 T70's run into a single StuG. I just get LOS over the crest of a hill at the end of the turn, so I do the usual scatter and try to get angle manouver, set everyting off...and the first T70 sees the StuG and gets cower, reverses into the one behind, which turns into the one going left, which stops and gets hit by the one going right, which stops and gets hit by the one behind, they all start dancing on the spot and the StuG crests the hill @ 50m and kills 4 in less than a minute joined by the 5th the next. It was like the 5 Stooges with turrets.
  23. Nope. I said turning WITH the tank, i.e. tank turns and turret turns with it. Therefore it can't be a cover arc. The incident in question was against my mate Falk. I hit his Panther with 3/4 Wolverines and thought I'd done no damage, but it started to retreat and the turret turned with the tank, at ~ a 20 degree angle (IIRC) which contradicts sgtgoody's observation. I'll email Falk and see if he remebers the incident. I may even have a save available, I'm funny like that.
  24. Maybe there's different things then, as the one I saw kept the turret in a fixed position. I wonder if one was GD and the other turret damage? Which would be pretty cool.
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