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xerxes

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Everything posted by xerxes

  1. Fear in the Fog South of Sword In the East A rock in the flood Far from over Paderborn All very good. -marc s
  2. At the scenario depot there are 3 dynamic flag scenarios that I've played: A Wild Night at WWB's [night game] Midwinter Nightmare [night game] Seize the Day [unusual game] In the first two the attack chooses which flag is "real", in the last the "real" flag is chosen at random and only the attacker knows which it is. -marc s
  3. I've had good experience towing the light AT guns near the position I want and pushing them in. The guns can get in position without being spotted if there isn't enemy infantry nearby. The brit 6 pdrs are great for this. -marc s
  4. I was going to accuse you of using gamey green troops instead of max FOW conscripts but. . .I thought better of it.
  5. You can have really poor ID'ing today with CMBO. Just fire up a conscript slugfest. They can't ID hardly ANYTHING until they stumble over it.
  6. The real solution to the relative spotting problem would be to have a multiplayer TCP CM game. In multiplayer, each player would only be able to command his set of units, and would only have the information that his set of units had. All other info would come through command channel chat. Having this operate in TCP would mean you couldn't receive a great deal of detailed information over the command channel. Now if you made this a realtime game (heresy), you would really solve the problem. It would be fun and very different than the way CM plays now. Personally, I have difficulty getting blocks of time so I'd always be very interested in PBEM. -marc s
  7. I'd be really interested in an ancient/medieval BTS tactical game. The chance I would guess, is zip, nadda, none.
  8. Odd thing: 1 herr panzergrenadier platoon = 10 man motorized squad but if you buy a herr panzergrenadier battalion, 1 panzergrenadier platoon = 8 man squad. Has anyone noticed this? Which is the right one?
  9. I've moved afvs in close to infantry numerous times. Despite what's been posted here, a Sherman at 40m is MUCH more effective than a Sherman at 400m. The HE rounds are more accurate, the mg fire is much more intense. Squads don't last long (not even a turn) at close range. I generally bring my HTs in close with the tanks and have infantry in close support. Even if a shreck pops up, it won't get more than 1 shot. The key is having an ID on the infantry before you close. That way as you close you're also suppressing. Now if you can drop an arty barrage at the same time you're in the money.
  10. You should just send your son to bed early for showing such poor manners to his father. I'll third earlier comments, my tanks ALWAYS svck at hitting anything. My opponents always have laser range finders (which IMHO, didn't actually exist in WWII - BTS research is a joke on this important issue). As for AT guns, in a current tournament game my doughty greenies ID'd an allied gun as a "light" gun. So I move my gamey PzIV/70 with its uber sloped 80mm frontal armor into LOS at about 250m. HAHAHAH, that's one dead allied light gun! Gun rotates, acquires my uber tank, pop, FRONTAL PENETRATION. See, the engine doesn't like me. Proved it. The arrogant little gun soon payed the price for it's insolence.
  11. Have to be careful reading reviews, sometimes they give too much away. Wouldn't want to spoil any surprises. I glance at a review and if it appears to get into details, I just don't read it.
  12. Gamey as 2 battalions of volks in a 1500 pt map ME.
  13. Here's related question. If the Scenario briefing says, "you are under orders not to destroy the bridges" would you destroy them anyway?
  14. http://www.militarygameronline.com/insidemgo/index.php The poll is on the lower right side of the screen. Get out the vote!
  15. I never knew bridges could be blown up at all. I thought that since you can lay demolitions on a bridge they couldn't be blown up. I'm currently having people playtest a scenario for me and I just realized I have two key wooden bridges. If both bridges are blown, the German player will absolutely and totally lose. Guess I better ban it in the briefing or look at making them stone.
  16. buy the game. yes there's tournies, rumbles, ladders, whatever. Playing CM will definitely help you when CMBB comes out. The basics [buy the game]will be the same. Some of the little [best $50 I ever spent]tricks won't work [too addictive] anymore. buy the game. -marc s
  17. engineers without demos or regular squads will take out the bunker also (just takes longer). -marc s
  18. I'd like to see the addition of A.I. "markers" for scenario design. By this I mean, the ability to put markers on the map that the A.I. uses but the human never sees. Two basic types of markers, attract and repel. An attract marker gives the area a high interest for the a.i. (like a flag), the repel does just the opposite. Optionally the flag could be set to infantry, armor, spotter or all. It would only apply to that class of units. Using markers, the designer could basically give high level (strategic) guidance to the a.i.. Replaying a scenario that is marked wouldn't work too well though. -marc s
  19. Having CO's with good bonuses take over from less competent platoon HQs is a very good strategy. I've had a good double morale, double command, single combat bonus CO take over control of a full company of conscript riflemen and mgs. There "real" leaders were no bonus wonders. With a great commander they actually fought well, standing up to Greenis in a forest fight. The no bonus wonders were sent forward to scout the terrain. They were the first to take a bullet.
  20. It's broken Tone. The flak truck is invulnerable to AP fire and that's what tanks fire at it. Many people will be very upset if you use it against them. -marc s
  21. Avoid "optimal" attack conditions, at least use some rain. Mud's better, Snow's best. Also don't play unrestricted. Make it armor or combined (or even infantry). If it's a german attack just ban smgs. It's no fun to be overrun by battalions of volks. I'd also give a German attack -10% if the weather is good. -marc s
  22. ok red. Battalion level scenario. (inf and standard afvs). One company of HT mounted panzergrenadiers are capable of exiting. Played well virtually all the pzgrenadiers will exit, 1/2 of the 14 HTs should be able to make it off also. The village holds 4 large VLs and there are 4 small VLs on the outskirts of the village. A good attacker will take most of the VLs. Is this a balanced scenario? (in terms of scoring). I'll send you the CMB if that would help. -marc s
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