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RudeLover

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Posts posted by RudeLover

  1. I wouldn't rule out the T-28 yet. The thread below specifically suggests that the 'land battleship' T-35 may not make it. They were very rare anyway...the T-28 is probably easier to model and was more common.

    http://www.battlefront.com/discuss/Forum1/HTML/015429-2.html

    IIRC many Soviet tanks also had machine guns pointing out the back end of the turret.

    As far as modeling time, ins't KwazyDog already building Soviet behemoths? Go Dan go!

  2. Gotta agree with some other posters that the early war battles will be intriguing. The tables will turn for the Germans as they field Mk II, Mk III, Mk IV with the short 75, and Pz38t and run into some surprises in the form of T-34 and KV series beasts. I'm very curious to see how 1-man and 2-man turrets are modeled, as well as radioless afvs. Would you rather have better armor and a bigger gun or a loader and a radio?

    And of course no infantry shaped charge AT capacity...swap those PFs, zooks, PIATs and Schrecks for anti-tank rifles and molotov cocktails.

    Later in the war, I can't even imagine the impact of those 122 and 152 guns. Stay out of the buildings...

  3. In the Op "Shanley's Stand" (with v1.1) I started the setup phase of the second battle with an occupied red setup zone (most of my side of the map), an occupied white setup zone (two little salients with ~ a platoon each), and an few bits of empty blue zone in areas right next to the white and red.

    My take was that these were areas where no bad guys would pop up, but that I didn't control sufficiently well to allow troop placement (which made sense as they were areas I could easily bring fire on but would have been hard to occupy given the situation at the end of the prev. battle). I don't know if that's how it's supposed to work, but it made some sense. The lines were far from straight overall, which pleased me.

  4. I played the first battle of an op with the beta (not sure which build) and saw extremely jagged lines, not to mention two setup zones that worked right (playing as Amis, had a white zone and a red zone, with reinforcements in the red and survivors of the first battle in the white IIRC).

    I've been grading final exams and buying presents so I haven't had more time to explore this but KwazyDog's post suggests that Charles has worked some more magic!

  5. Early war includes different tactical issues. There's German tanks with often inferior armor and guns facing big tough fellas like the French Char B1 and S-35 and the British Matilda II, the Panther of its day. Heck, even the Polish 7TP was a match for the Germans...

    This was also an era when many AFVs had only machine guns...the German Pz I and PZ IIs will not be leveling houses from halfway across the board. On the other hand, infantry didn't have so many options vs. tanks...the game should feel quite different in many ways.

    Maybe that seems boring after your Stalin II vs. King Tiger duels in CM2 and the 88s reaching across the desert to touch British Crusaders, but I still think infantry is the heart of CM...

  6. Welcome!

    Have you tried the demo? There's a couple of medium-sized scenarios with the demo that should give you a feel as to the complexity. I found that it didn't take too long to get very comfortable with the interface...it's mostly very intuitive.

    Warning: If you start playing the game, it may be difficult to stop...

  7. Hi Conor,

    This scenario has been much discussed here since the day it was released as a 'new' scenario for the Beta Demo. You could search on 'Stug' and 'Chance' for days of reading on approaches to this scenario and handling the StuG III.

    A couple of sample threads, just to get you started:

    http://www.battlefront.com/discuss/Forum1/HTML/001664.html http://www.battlefront.com/discuss/Forum1/HTML/001732.html http://www.battlefront.com/discuss/Forum1/HTML/002465.html http://www.battlefront.com/discuss/Forum1/HTML/002927.html http://www.battlefront.com/discuss/Forum1/HTML/004685.html http://www.battlefront.com/discuss/Forum1/HTML/001615.html

  8. If you've got a lone bazookaman facing all of KG Peiper with 1000 m of open ground behind him, the W command is equivalent to the Hari-Kari command. (I tried this in the Stoumount Op.) Have a route of withdrawal, keep leaders nearby, use covering / suppressing fire, and don't wait until your guys are being overrun by the entirety of the enemy main body. I've saved key troops this way, esp. after ambushes. (I've also lost the lot of 'em many times by trying to shoot one more turn in the hopes of causing more casualties...)

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