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securityguard

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Everything posted by securityguard

  1. there was a very weird bug that effected a friend of mine where he would get LOS on all his spotters and the rounds wouldnt even come close to where he spotted. One grid of his 75mm came raining down on his own men, his 120mm then hit way off the map, and his other 75mm his a wheat field near him causing it to go up in flames. I asked if they were rockets and they weren't (I knew they weren't, mostly because they weren't preplanned fire nor didn't sound like rockets) I've this happen to myself as well. With full LOS and everything.
  2. i just use them for crews. i find that if my squad is in really that much trouble, by the time they withdrawled they would be completely routed and ruined anyways. and when I use them for crews, I withdraw them off the map for points. I dont know how much points it gives, but its better than nothing. its an instaneous command with no delay at all. in theory it can save lives, if shake your men. i dont think its that effective for casual use however [ May 01, 2003, 02:34 AM: Message edited by: securityguard ]
  3. i've had great luck with concrete bunkers. even survived multiple 150mm rounds with one (although the crew wasnt so happy about it). however, wooden bunkers are quite worthless especially against german infantry. a well place panzerfaust will knock it out. its better just to get maxim MG's
  4. 800-1250 points is alright. anything higher and like everyone else said, it becomes too sprawled out. bigger battles are alright and fun, but only on a 'mass' scale. its a lot less tactical.
  5. its stated in the manual that shooting through buildings is modeled. things such as shooting through windows or shooting through the rubble of a almost-rubbled building happens. [ April 26, 2003, 10:07 PM: Message edited by: securityguard ]
  6. I was just messing around with german rockets in CMBB to see if they are any better over the previous CMBO rocket artillery, but they still seem unweildly even with a LOS. Do they even require a LOS? I seem to target anything, LOS or not, and theres a certain threshhold of how far left / right the shots go. Incendirary Rockets seem interesting, albiet expensive. I'd like to use them in my next QB.
  7. I was just messing around with german rockets in CMBB to see if they are any better over the previous CMBO rocket artillery, but they still seem unweildly even with a LOS. Do they even require a LOS? I seem to target anything, LOS or not, and theres a certain threshhold of how far left / right the shots go. Incendirary Rockets seem interesting, albiet expensive. I'd like to use them in my next QB.
  8. in CMBB ive noticed its 2000x as hard to spot units in extreme FOW with jeeps. you usually get sound contacts of mg42's unloading on your jeep then all of a sudden your jeep explodes randomly, and all sound contacts dissapear. you have to be really careful with them to get any use out of them, unless you can seriously haul ass across the map.
  9. ive only used it once, and had mix success with it. I find them good for really small armored cars and half tracks
  10. I'll keep this short and simple: Do troops fear distant sounds? I'm not talking about somewhat close MG fire, but things like tank engines and very distant explosions. Reason I ask, i've been experiencing what feels like quirky randomness in games. Last game I played my friends troops all got up and broke. I mean, I wasn't even firing at them or anything - they just decided they werent winning at the moment and hauled complete ass across the map, causing me to win easily. I've also had russian troops refusing to enter a section of woods (they would break when they entered the woods, regardless if they were underfire or not) for whatever reason. Night time fighting is pretty misrable, but I wouldn't imagine it any other way.
  11. CMBB besides the front changes, CMBO is pretty obsolete and pointless to play otherwise. the changes in CMBB make it a more balanced, and well designed game
  12. i'd say they are risky, but doable, at 1200 points 1k and below = too risky and definately not worth it. [ April 15, 2003, 11:27 AM: Message edited by: securityguard ]
  13. the cheapest aircraft, in my opinion are. I usually get aircraft with a bomb payload > strafe ability, because those 4 bombs can be absolutely brutal on an infantry squad. I had accidently bought everything but sufficient AT one time on a defense map as russians, and I still got a draw even though he played very well and had quite a bit of armor. reason? my stuka landed all its bombs into an infantry line then strafed a piece of armor to death. I've had nothing but success with planes, even under AA fire. i think of this way: i can either buy expensive spotters that may die / not be effective, or I can let a plane do my dirty work on the first few turns with ease. they are a bigger risk, however, due to their low spotting capibilties and being shot down / not using full ammo consumption. I still think they are worth it than high level artillery by all means. Another stuka story: On turn 4 or so (I was russians, another defense QB against human player again), my stuka bombed an area and strafed a few times. I couldn't see what it was killing, until the end really. turns out I had killed a half track and disabled some of my opponents guns. He still had armor, but couldn't pelt me from far away for too long due to my AT bunkers, so I ended up with a total victory. If he had those 150mm inf guns, it may have been a different story. Its simply all chance. Like rolling some dice. I think the risk is worth it, as said before. [ April 15, 2003, 04:46 AM: Message edited by: securityguard ]
  14. wouldnt you think lush, dusty wheat would cash on fire the easiest? forest maybe more dense in terms of foilage, though.
  15. I would say its for balance issues, void. Which is pretty understandable, but sometimes really odd. Oh well, life moves on.
  16. Ampolument are the small mortars that shoot a flame projectile. In the manual it is specificly stated that they weren't very effective during engagements. I did a bit of testing with them. Most usual tests, against armour and other things. I noticed, however, that it is very difficult to start a fire with one of these things. I made the most misrable conditions possible: August '43, Hot, Very Dry, Windy (and I tested with Still just incase of blowout factor.). I unloaded all my Ampolument into the field and each time I did, I got at minimum of 1 small fire, with one time not getting any fire (!!!) at all. 15 x 20 = 300 rounds or so, all spread out on a large field (so not to concentrate them too much). I'm not too educated on Ampolument use or how big the canisters were, but the chance of fire seems ridiculously slim, even in the harshest conditions possible. I could understand a balance adjustment (launching a flame canister 250m then causing huge brush fires is pretty nice for only 21 points or so), so is that the case in this situation? Or were Ampolument really that useless? [ April 08, 2003, 12:45 PM: Message edited by: securityguard ]
  17. anyone who has beat it as the germans is either lying or somehow knows how to make a pathetic amount of AT work against a small platoon of heavy tanks
  18. for quick battles, i usually buy one sharpshooters and put him on the highest ground possible. usually in a 2 story building. the enemy wont spot him unless they get close, so dont bother hiding. flame throwers are good against armor too. they kill morale for just about any unit in the game. ive made a tiger crew bail out before
  19. surrounding them from every direction works about 30% of the time if theyre high on casualties (from what ive noticed). [ March 24, 2003, 04:19 PM: Message edited by: securityguard ]
  20. i can understand buying lame units over and over, but flag rushing / edge thing is ridiculously hard to calculate. plus I find that in CMBB flag rushing doesn't work too well due to extened turns and such
  21. not sure about the mg and 20mm used at same time, but I do know if the AI thinks it shouldn't do something, regardless what you tell it it will do its own thing. I've asked my half tracks to use main gun many times, and they will maybe shoot twice, then give up. This is usually only if they feel its pointless. Its better to area fire, then they wont stop (usually).
  22. also, tanks in night battles are almost useless sometimes. try the scenario Night Raid for a great example of this. It seems even when I can spot troops within range, the tank doesn't seem to fire even with area fire (??). Also, even unbuttoned they have tons of blind spots. You can literally use the move command right up on them. nope, night battles are confusing and not that great edit: also, weather takes a huge role as well. I guess its fairly biased in the above tank review since Night Raid takes place during a snowy night, which would hinder them even more. [ March 21, 2003, 05:33 PM: Message edited by: securityguard ]
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