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Knaust

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Posts posted by Knaust

  1. I completely agree with OGSF. I see no gamey tactics in using a big tank...to my experience I lost some battles when I picked up a Jagdpanzer or a KingTiger...reasons?

    1) Jagdpanzer can be easily penetrated by tungsten ammo and in v1.12 Allies have far more tungsten available

    2) if weather is clear, big tanks are dead meat to allied jabos…you bet a lot of points on a big tank and...pooffss...no more big tank

    3) if weather is bad, big tanks may easily bog down and immobilize in damp terrain… you bet a lot of points on a big tank and...pooffss...your big tank stays there out of battle

    Anyway I know that there are different opinions…so I say it again...play 2 mirrored games to make true the saying of OGSF: If you beat me with "gamey" tactics once, shame on you. If you beat me with them twice, shame on me.

    I don’t agree with Homba at least to my experience as far as Germans are the stronger side:

    1) I played as Allies eight 2000pts allied attack games and I won 7 of them

    2) I played as Germans eight 2000pts allied attack games and I won 4, lost 3 and draw 1

    So all in all Germans won 5 out of 16 games: are they the stronger side?...maybe we can question if attackers are favoured.

  2. Holien, I HAVE a job….CM playing!

    Well it seems that there are different opinions on this flag topic….and nobody is inclined to move himself a tiny step from his own position.

    I think that all of us could reason better about this topic if we could know the victory point formula…I asked several times to know this formula, but it seems that it is more secret than CocaCola! cool.gif

    As to my experience I think that unit losses points are far more important than victory flag points, so control of some flags may be a secondary objective.

  3. yes Dalton....I'm playing some scenarios with sparse trees. The attacking tactics is 2 squads (#1 and #2) attacking and one(#3) in reserve:#1stop in cover and #2 advancing, then #2 stop in cover and #1 advancing, and so on.

    Many times a scouting half-squad under heavy

    fire runs for cover towards the enemy in woods, only because that woods is the nearest cover.

    Anyway I think that we need from BTS some hints about the retreating stategy, implemented by the AI.

  4. I know that this is a long debated topic, but I think that we need an official answer from BTS.

    I refer to the strange (to say the least) way the AI manages troops under fire in open field. Well I noticed that this oddness is a bit improved in v1.12: in many occasions I had a unit in open field under fire from enemy units in woods at some 100mts, and this unit ran to cover towards the firing enemy!

    Now is this a realistic behaviour?

    I think that the AI must be improved: let us forget for a moment the strategy to run for cover minimizing the enemy firepower from known enemy units, let troops under fire run to the nearest cover, but at least EXCEPT when running directly towards enemy firing units!

  5. Here an idea for BTS to make easier to see the movie of an entire game.

    Players must save their movie files in separate directories, i.e. C:/Programs/CMBO/PBEM/Chupacabra/Riesberg01 refers to Turn01 of the Riesberg scenario you are playing with Chupacabra.

    In the Main Screen of CMBO there will be a See Movie button.

    When you click the See Movie button the program starts the See Movie routine.

    A panel will ask you for:

    - Movie directory (C:/Programs/CMBO/PBEM/Chupacabra/)

    - Scenario name (Riesberg)

    - Movie start turn (03, if you wish to see your movie starting from Turn03)

    - Movie end turn (15, if you wish to end your movie at Turn15)

    - Pbem password

    Afetr you click OK, the See Movie routine starts loading

    C:/Programs/CMBO/PBEM/Chupacabra/Riesberg03 without asking for password.

    You see the Turn03 movie as many times as you wish; when you’re enough you click the DONE button as usually.

    The See Movie routine, instead of saving a return pbem file, starts loading next turn (C:/Programs/CMBO/PBEM/Chupacabra/Riesberg04) without asking for password, and so on until you reach Turn15 or you click the Alt-Q or Alt-A buttons as usually.

    If this patch may be easily implemented, I think it would be great.

    Moreover loading of successive turns after the first might be faster, if the routine doesn’t load redundant data. In fact every pbem movie file after the first contains redundancy such as map data and OrderofBattle data, which are likely to be the bulk of the file.

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