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guachi

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Posts posted by guachi

  1. The 75mm Infantry Gun was intentionally designed to be moved physically across the ground by the crew.

    The very end of WWI saw the German use of sturmtruppen combined with supporting arty of its own. The Germans saw a need for infantry to retain its own artillery so they developed the infantry gun.

    The gun only weighed 400kg so it wasn't incredibly difficult to manhandle.

    Jason

  2. One thing to remember is that infantry firepower can cause "collateral" casualties/suppression.

    If squads are too close together, fire directed at one can have an adverse effect on nearby squads.

    I wrote an AAR up WAAAYYY back in February. I had my opponents password and I was systematically going through the turns counting casualties. I was curious to see how effective my infantry were. I was surprised at how many collateral casualties i actually caused. One turn, I actually caused more casualties to a neighboring squad that wasn't being fired on than to the squad I was firing on.

    Jason

  3. My shipped version of CM is 1.02 - the first version with 5000pt QB limits. I played a 5000 pt QB a few months ago with me on the defensive and I set the time to 40 turns (max. possible at the time). I mostly wanted to see for myself what big battles were like.

    I ran into a similar problem to the one Stransky describes. The AI was slow to maneuver and heavy combat didn't start until 30 turns in.

    I also set up a scenario to test what was better - 1 elite King Tiger or 19 elite Bazooka teams (same cost). I was the bazookas and the AI the KT. The AI never moved the KT.

    The AI seems timid on the attack - especially when it has no contact with the enemy. This problem seems greater with tanks than with infantry. Anyone who was around at the time probably remembers the odd behavior the AI exhibited with the armor in Last Defense when it had no contact with the enemy.

    Is this a criticsm of CM? Not really, as my two examples are likely the extremes of the types of battles that can be made with CM.

    Jason

  4. The ONLY thing I don't like about infantry forces is that they have NO points for vehicles or armor.

    But on defense they are great. PILES of support points.

    Americans defending with 1000 points I was able to buy 1 Green Rifle Company and 1 Green Heavy Weapons companies. Great for defense. The extra HQs are a MAJOR plus. The best thing about support units is that ANY HQ will do.

    You can also bulk up arty support by buying on-board arty like 75mm or 105mm guns. throw in 40mm AA, 57mm AT, 76mm AT guns and you have a diverse array of anti-vehicle guns as well.

    I highly recommend playing Infantry on the defense.

    Jason

  5. I've got two pair of speakers - S2 Midiland 4100s up front and S2 Midiland 4040s in back hooked up to my SBLive!

    These babies put out a tremendous amount of power and have great sound!

    I found JMcGuires's comments about PC speakers that cost "as much as $100" amusing. smile.gif The S2s aren't cheap. $300 for the rear and $150 for the front.

    Some friends of mine built speakers and were surprised at how cheap paper cones were. And how little more good cones cost.

    Anyway, Midiland has new 5.1 speakers out that have gotten good reviews for their $200 and $300 5.1 systems.

    Jason

  6. <BLOCKQUOTE>quote:</font><HR>The German light armor is for the most part *very* allergic to the US M2, which is mounted on everything, almost down to bicycles, in the allied armies.<HR></BLOCKQUOTE>

    Did I mention I have a gen-u-ine M1A1 Schwinn mounting dual .50cals.

    I can tell it is an A1 model 'cuz mine has cantilever brakes and the regular M1 model only had coaster brakes.

    I'm still looking for a basket to mount on the back (and make mine a M1A1E4 model) as that was used to hold an extra 2 ammo cans containing a total of 500 rounds of ammo.

    Jason

    Meeting engagements are gamey as they tend to start out with a rush to the middle.

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