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Slappy

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Everything posted by Slappy

  1. One grandfather and three great uncles. All US infantry in what would be CMBO around here. They were, for further information, all from Kentucky and were, for having enough to eat purposes, hunters for years before the war and saw significant action as what the game would probably call Veteran to Crack Sharpshooters.
  2. One grandfather and three great uncles. All US infantry in what would be CMBO around here. They were, for further information, all from Kentucky and were, for having enough to eat purposes, hunters for years before the war and saw significant action as what the game would probably call Veteran to Crack Sharpshooters.
  3. The unit will fire of its own accord when the vehicle comes into range. There is no need to give additional orders (particularly if the target is currently out of range). However, it will need to turn to face the target before ti fires (it will do this on its own if it decides to fire). You can shorten the delay to fire by rotating the FT to the facing that you expect the AFV to enter the range of the FT on. That is, give the rotate order to where you thing the target will be when firing starts and hope for the best.
  4. Only Quick Battles have the rarity, because the players buy themselves. In the scenario editor, you can set up whatever point matchups you want. It is your job as the scenario creator to either balance or unbalance as you see fit.
  5. I appreciate them in scenarios, because they're a welcome change from QBs where they are generally too expensive to buy. Having a motorized force on map, even if only a platoon or two can really expand your tactical options, but the 100pts per platoon to buy even trucks generally makes it a waste if you're buying your own.
  6. Actually, I think that the best solution is relatively simple. 10m tiles would solve almost all of your worries and not significantly change the mechanics.
  7. This is a tough one either way. It sounds like you're on the right track redwise. You want to use your armor far farther ahead than would make me comfortable in your average encounter. Use them to take down the guns and to kill infantry. The soviet infantry in this scenario are truly miserable. When they break, just reform and move forward again. If most of your T-34s survive the guns, you'll eventually overrun the sparse germans with sheer weight of numbers. Don't feel that you need to attack on the whole front if you don't want to. Pushing harder into the woods on the right will allow you to flank the rest of the german position if you can control them. Also, get down to ground level and really check out the terrain. Although it appears pretty flat from the russian side, there are two or three relatively covered routes, although none that are entirely blind. As the germans, you need to try to prevent this strategy from working. You're best bet is to open at extreme range with mortars and MGs. Try to break as many russian squads as possible without exposing yourself to return fire from the T-34s. When the T-34s come up to look around, paste them with the guns. I found this to be interesting as a demonstration of CMBB and how different it was from BO. It also shows how hard it is to attack with conscripts and defend with only light guns and no schrecks. On the other hand, I didn't find it that fun. The open area means that there is little opportunity to reposition the defense once the attacker shows his plan, and continually picking up broken squads and throwing them forward is a lot of clicking for little result. That's my recollection anyway.
  8. Smithers, release the plot! I second the advice to start with the small ones. That's what I've always done. I try to pick up the game engine changes and get a feel for the new vehicles in smaller engagements and then move on to the bigger ones. I generally don't worry that much about chronology.
  9. Well, he's been pretty successful at creating craters so far. He did bring 6 KV-2s to the party. Some of his other efforts have been less successful though.
  10. How do we do it? Volume! Numbers is the key as well as a ton of artillery. Prior posts by those far more groggy that I have calculated that every US platoon should come with an organic 105mm spotter or so.
  11. I have no idea, but it shouldn't be that hard to test. I'd love to know the outcome if you do run a test. That said, my guess is no. I believe that it only impacts the Victory Point calculations at the end of the game. Otherwise, you might end up with some strange morale calculations (>100 or something). On the other hand, someone has been talking about a points used on fortifications being calculated as casualties bug, so maybe VPs work in mysterious ways as well. If I'm right and it doesn't help, you have a couple of choices. You can up the quality of the defender, up the fanaticism percentage to make them hold out longer or cunningly use reenforcements. Little known morale nugget: Autosurrender will never occur if there are reenforcements due. Just give the defenders one LMG scheduled to arrive in the last turn and your problem is solved (sort of). Your new problem is that they will never go down!
  12. Agreed. Actually, I'm pretty sure that it is impossible to target embarked units (let me know if I'm wrong on that). Your MG can and will take down the truck in short order (KO or abandon is equally likely). At that point, the passengers and gun will be forced to disembark immediately and you can target whichever you like.
  13. I may whine a little, but, in the end, I vote with my dollars. The score so far is about $100 in CM's favor.
  14. You can still play capture Saddam. Put a conscript platoon HQ in a shack and surround with the 4th Infantry Division. You'll get a pretty accurate representation.
  15. It does look poor, but that's life. In order to build any computerized simulation, you need to make some simplifying assumptions. Unfortunately for the Lee/Grant one of these assumptions was that tanks have only one turret/main gun which means only one target for said gun.. They got around the one gun for AK, but the one target remains due to code limitations that were put off unitl the next engine.
  16. I don't at all disagree with the timing on most scenarios. I just played the CMBO demo scenarios ported to CMAK and found that they took at least 1.5x the time in CMAK that they did in CMBO. I agree that designers should build this in to scenarios. At the same time, playtesting should uncover this. I think that most scenario designers don't do sufficinet playtesting and agree that more reviews should reflect this, but that's probably a topic for the scenario forum.
  17. Look at it this way, it doesn't really matter what the movement speeds of the individual units are. In rear areas, regular infantry can probably make 60m/min over open ground using move. I wouldn't be surprised if they could make 100m/min using run. That would imply that to cover the last 300m to an objective you need 3-5min. So what? All that matters is how fast you can advance the forward edge of your force, the part that is under fire or at risk of being under fire. This leading edge will only move 10-30m/min. Usually you'll be advancing 10-20m at a clip pausing to overwatch and bringing up mortars, mgs and armor to root out strongpoints. Once in contact, I'm pretty happy if I can make 20m per turn. That means I'll need 15 minutes to cover the last 300m, not 3. Can you move faster under fire? Sure. Will it cost you big points in casualties? Yep. Work on speeding up the pace in the time to contact through better scouting and slowing down the pace once in contact to conserve your forces. That's my advice on the best way to win an attack.
  18. It has happened to me. While defending, I set up farther back for an ambush in the night thinking I would move up in the morning. Much to my surprise, that wasn't an option. I was pushed back.
  19. Try setting timetables and goals. Backtime where you need to be when to get the job done and leave yourself some fluff for reallignment when you don't have what you need in the right place and have to bring it up/over. If you have 30 min, say you need 5 to get from startline to objective A, 10 from A to B, 5 from B to C and 5 to the final objective. You have 5 min left over and can time yourself. Pick up the pace if you fall behind. Remember, small flags are worth 100pts (a low quality tank) and the large ones are worth 300pts (2 inf platoons and support weapons). Conserving your force and destroying the enemy is usually more valuable than taking the flag.
  20. These were fantastic. They really took me back to plaing the same scenarios over and over waiting for the full version. Thanks. One thing I noticed that has really changed over the years as far as gameplay is time. I never remember feeling pressed for time in these scenarios in BB, but I'm really strapped for time playing VoT in AK (similar experience in LD). The suppression rules and better FOW mean that it takes far longer to root out defenders without getting hosed yourself. The defense seems to pop in and out of visibility much more regularly now making targeting harder and headlong rushes across 80m of open ground opposed by MGs don't seem to work too well anymore. If anyone is going to play these PBEM, I would recommend adding 10min.
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