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109 Gustav

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Everything posted by 109 Gustav

  1. Well, in CMBB tanks will be organized into platoons, with an "HQ" tank that gives bonuses when the other tanks are in CnC. Therefore, you can buy tanks as platoons, so a platoon of AT guns is also a possibility.
  2. I've got 3 Europeans lined up already, but a few more wouldn't be any more trouble. I'll probably take a dollar or two as a fee, email me if you're interested.
  3. Answering on Jason's behalf: A variable turn ending is in as an option for CMBB games. If you select a 20 turn game with variable ending, it will actually end sometime between turn 20 and 25 or so. If one of the flags is contested, this will extend the game further, though not forever. IIRC this one was one of the first new features that BTS told us about. It should make PBEMs much more realistic, though I'll probably still lose most of them.
  4. If you give green units a cover arc command, are they more likely than vets to fire outside the arc? I really hated this in CMBO, where you have to give units a 20m ambush marker if you really want them to open fire at 40m.
  5. I'll be happy to order and ship U.S. copies of CMBB to Europe, as long as the game isn't released until August 20, when I get back to school. Email me if interested. So far I've only contacted one European interested in this, so I suspect a lot of people are going to decide that the CDV version is better than paying the extra shipping charges.
  6. I'd be willing to act as an intermediate to send U.S. copies of CMBB (at cost plus a buck or two) to European customers, as long as the game is released after August 20, when I get back to college. Email me if you're interested. BTS, would this be ok with you?
  7. Looks like I'll have to start playing a few TCP games when I get back. Good website, can't wait for additional battles.
  8. I've already answered the question of when CMBB is going to be released. Allow me to repeat myself for the benefit of Volker:
  9. Parabellum, I can't seem to remember the game. Did you use a lot of really big arty, or was that someone else? ASL, I never knew it was in California. I learned about a Folsom, NM in last year's archaeology class, and I didn't think that there would be more than one of them. Update on the release: Kwazydog has successfully programmed his first infinite loop in c++ ahead of schedule, pushing the estimated release date up to August 8, 2003. He's still working on the non-infinite loops, so let's show him lots of appreciation and encouragement.
  10. The release date is still up in the air, due to a severe shortage of workers at BTS. Currently Moon is broken down in the Battlefront.com battlewagon 25 miles from civilization. Hunger has forced him to eat his own shoes, so it should be a long time before he can return to BTS headquarters and resume work on CMBB. As everyone knows, Steve and Charles escaped to a small Caribbean island following the success of CMBO, and the margarita supply isn't low enough yet to justify work on CMBB. Madmatt, of course, has spent the last few months attempting to apply some of his bouncing skills to Gunny Bunny's skull. Rumor has it that forum members will have to start a collection for bail money following the assault charges. Funds can be sent to: Mad Matt C/O New Mexico Department of Corrections Folsom Prison, NM 83729 That leaves only Kwazydog to finish up CMBB. He's been trying hard to learn C++, but all the coding symbols are a little too complicated for him. Therefore, unless Steve's Cuervo supply dries up, I would estimate that CMBB will be finished up around October 24th, 2003. [ June 23, 2002, 07:25 PM: Message edited by: 109 Gustav ]
  11. Ugggh. It looks like I'm wading through a lake of manure, and I'm not even in the Peng thread.
  12. I would like to testify against Slapdragon. Do I start ranting now, or do I have to be sworn in first? Hurry up either way, I'll be going fishing in two weeks and I don't want to miss all the excitement.
  13. I would like to testify against Slapdragon. Do I start ranting now, or do I have to be sworn in first? Hurry up either way, I'll be going fishing in two weeks and I don't want to miss all the excitement.
  14. YeahIknowwhatyoumean.Idrooledallovermykeyboard andnowmyspacebarisstuck! Ihopetheydon'tthrowanymorebones,becauseifthemouse alsoshortsout,I'dbeinalotoftrouble.
  15. No, it's important to learn the value of combined arms. Play 600-700 point battles; that's enough for a good inf force backed by a tank and a little arty.
  16. BTS decided against a pause command because it would increase the micromanagement of CM way too much. I'm glad they did, becuase I really wouldn't want to do play a TCP game against an opponent who spends his time doing things like "hunt over the ridge, then pause for 10 seconds, then fast to the small house, then pause for 20 seconds, then move to the stone wall.
  17. You sent criticism to Madmatt? Expect to be propelled a fair distance at an unusually high velocity as soon as he finds out.
  18. http://www.angelfire.com/ak5/TheLastDefense/imagehostingpages/imagehosting.html Halfway down the page.
  19. Ok, here goes. These catagories are highly subjective and don't include all the tanks in CM. Use at your own risk. Multipurpose tanks: These are useful for just about anything. They are good for killing enemy inf, and are also effective at taking out armor. However, they don't fill either role quite as well as a dedicated infantry support tank or a dedicated tank destroyer/hunter. They include: All sherman and cromwell 75mm tanks. These are best against inf, but have moderate AT power. Pz. IVs. These are the "average" tank in CM terms. They have good inf killing, and are good in an AT role as well. StuGs See above, except without a turret and with limited HE ammo. Panther. Also a heavy tank Churchill 75mm. Also a heavy tank, but with an infantry support gun. Tank Destroyers Tank destroyers are useful for one thing- killing enemy armor. They are typically fast, have thin armor, and high velocity guns for destroying enemy armor. Their high speed allows you to race around the enemy's flank, hitting his armor from the side. They include: U.S. M18 hellcat, M10, and M36 Jackson All sherman 76mm varieties, though these are also good against infantry Sherman Fireflies Wolverines Tank Hunters (panzerjaegers) These are turretless AFVs. Some, such as the hetzer and JgPz IV, have thick or well sloped armor. Others such as the marders, have paper thin armor. Use them to fire from ambush perpindicular to the enemy's line of advance when on the defense. Marder II and III hetzer JgPz IV jagdpanther jagdtiger StuG nashorn Recon tanks These are light and fast, with small guns and thin armor. Use them to scout or to get armor behind enemy lines. Speed is your friend. Note that many armored cars, such as the Daimler AC, M8 Greyhound, and Puma fill the same roles as recon tanks. Pz II Lynx Hotchkiss (captured French tank, and an all around POS) Stuart Chaffee Heavy Tanks These can slug it out toe to toe with smaller enemy armor. They have thick armor, are usually slow, and, except for the churchilll, high velocity guns. Panther Tiger I King Tiger Jagdpanther/tiger Pershing Churchill Infantry support tanks These are good for killing squishies. Although they may have hollowcharge rounds, they aren't much good against enemy armor. Sherman 105mm Cromwell 95mm Churchill 95mm StuH M8 HMC Churchill and sherman crocidile- flame tanks with 75mm main guns flammpanzer- a hetzer with a flamethrower instead of a main gun Self Propelled Artillery These are howitzers mounted on tank chassis. Historically you would usually not see them on a CM battlefield; they typically provided indirect fire (modelled as arty spotters.) They include: Wespe Hummel Priest Sexton There are lots of other specialty tanks that are used for AA, bunker busting, troop carriers and other unique roles. This list does not by any means include all the tanks in CM. Also, some tanks such as the StuG and Panther fit in more than one catagory. My advice is to play a lot of QBs against the AI to find out what works and what doesn't.
  20. IIRC one of the design requirements for the early German ACs was that they had to be able to travel on railroad tracks without any special preperation. I'm not sure if that meant driving along the rails or if it meant bouncing over the ties.
  21. Look at the ground pressure rating at the top of the unit info window. The higher the pressure, the higher the chance of bogging. In wet, muddy, or snowy terrain (but not light snow) you should always stick to roads. In damp terrain, make sure you avoid brush and scattered trees and you should be ok. In dry terrain you can't get bogged down, so knock yourself out.
  22. If you're still in doubt over accuracy, set up a quick test in the scenario editor with equal tanks to see which one has a better chance to hit. Of course, there aren't any exact counterparts in CM, but the pz IV and sherm 76 are fairly close. In this test, I compared the pz IVH and M4A3 76 sherm in an open, flat field. Silouette: PzIV 92, Sherm 104 Gun velocity: PzIV 750m/s, Sherm 793m/s. The sherman has a faster, more accurate gun, but a larger silouette. As it turned out, the pz IV had a 1% better chance of hitting at all ranges out to 700m, which was the longest I tested. Sounds like things are equal to me.
  23. Is modern U.S. doctrine to use the squad as a whole unit, or to split it into two or more teams? If the M60 has similar performance to an mg42, then maybe some kind of comparison could be drawn between the SAW and M60 to get a firepower rate for the SAW?
  24. It can't? you're kidding me, right?</font>
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