edgars
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Everything posted by edgars
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is there any way to watch a game?
edgars replied to xanthosis's topic in Combat Mission Archive #3 (2001)
Here are some After Action Reports http://www.combatmission.com/aars/aars.asp Old ones, though. [ 08-30-2001: Message edited by: ciks ] -
No you can't do it now.
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<BLOCKQUOTE>quote:</font><HR>Originally posted by Jarmo: Take a couple of ChurchillVIII's, be careful. That's it.<HR></BLOCKQUOTE> This works. Just tried. 300pt Attack as Allies, bought two Churchills VIII, two sharpshooters, and one 3" mortar, all Veteran. AI had a Lynx, 251/1 track, a Panzerchreck, a 50mm AT gun, all Vet and two minefields and two Roadblocks. Lynx and halftrack died in the first turn, then i sneaked sharpshooters closer to the enemy setup zone, while Churchills blowed up every single building, when buildings started to collapse, a gun and schreck opened up at about 180m and was quickly dispatched . Thats it. The strange thing was that one Churchill was credited with two guns destroyed although there was only one on the field. Anyone experienced this before?
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Apparently the participants of this forum can be divided in Pengers and Non-Pengers. I admit i tried to read a Peng-Challange Thread once, but i didn't understand a single word...
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<BLOCKQUOTE>quote:</font><HR>Originally posted by REVS: PS: wouldn't it be lovely if the rest of life was against the AI?<HR></BLOCKQUOTE> I'm taking this as a signature But i believe there is no "perfect battle". I remeber only one guy claiming 100:0 victory, it was in Chance Encounter and the AAR is (was?) in CMHQ.
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Does smoke kill Pillboxes?
edgars replied to General Petrovsky's topic in Combat Mission Archive #4 (2002)
well i have to say that in more than a year in playing CM i've never seen a pillbox being KO or abandoned after smoke barrage or hit of smoke shell from tank :eek: -
Some thoughts about vehicule movement
edgars replied to Clay's topic in Combat Mission Archive #3 (2001)
I've been thinking about this too. I had and idea that movement path can be copied from one vehicle and pasted to another, this way you should draw the movement path only once. -
The A.I. just AMBUSHED my a** . . .
edgars replied to Gpig's topic in Combat Mission Archive #3 (2001)
<BLOCKQUOTE>quote:</font><HR>Originally posted by Rommel22: I always give the AI a +3 bonus any time I play. I find very easy at regular so I max it out for a bigger challange.<HR></BLOCKQUOTE> same here +3 gives at least SOME challange versus A.I. -
US defending vs. German armor - the case of Salerno
edgars replied to JasonC's topic in Combat Mission Archive #3 (2001)
Thanks, Jason, interesting and detailed read as allways. I have one question though: what about German artillery (in Salerno case)? Was there any? -
Another thing about smoke, but not exactly about arty - has someone looked at various tank smoke dischargers? Does the smoke from discharger on the Humber Scout Car last longer than on Sherman? Is there a difference between various Sherman models? What about Germans tanks? I would do this myself but I don't have the time, huge pile of work...
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An IDEA For A Tournament-feedback desired
edgars replied to Treeburst155's topic in Combat Mission Archive #3 (2001)
First off, good idea, i'd like to participate. But I have a question about force type - will it be "Unrestricted" or "Combined Arms" or...? -
British Field Artillery Undermodelled?
edgars replied to Simon Fox's topic in Combat Mission Archive #3 (2001)
This site from Australia states, that 25pdr had a ROF of 5 rounds per minute. -
Mon Dieu! What a beau! My InBox craves for them: edgars@batesadm.lv
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Fresh recruit has questions...
edgars replied to Dogface21's topic in Combat Mission Archive #3 (2001)
double post... [ 08-12-2001: Message edited by: ciks ] -
Fresh recruit has questions...
edgars replied to Dogface21's topic in Combat Mission Archive #3 (2001)
Hello and welcome! I think you will show your good manners after you've lost the game and say "thank you". Because you can enjoy this game both ways: when you're showing great tactical skills, AND when your opponent does it. The worst thing i think is quitting playing when you start to loose. Among other things - do not buy lots of Jeeps and Flak guns, because that is considered "gamey" And if you want a game, mail me (edgars@batesadm.lv). -
Why send the "b" part of split squad to recon.
edgars replied to edgars's topic in Combat Mission Archive #3 (2001)
umm strange i think it's something with my fingers or head -
Did you know... ... that when one half of the split squad gets broken, but manages to survive and get back to platoon it DOES matter wich part of squad that was. If "a" part of squad gets broken, and joined back (after they've recovered) with "b" part, CM "remebers" it and marks the whole squad as "!" BUT When you join previously broken "b" part back with fresh "a" part then... voila! :eek: ...CM does not penalize the joined squad. And you can split them again (and noone gets ! mark).
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Thanks for explanation. It may improve my game.
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<BLOCKQUOTE>quote:</font><HR> On the attack, a basic deployment would be a "W" formation, <HR></BLOCKQUOTE> It looks very nice when written, but i wonder how do you, guys, manage to attack in "W" formation on a typical CM map (less than half is covered by woods). I can see this working in a heavily wooded area, where you just walk through the forest... ...but then again i do not understand much of the real world tactics...
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Did you know... ... that when one half of the split squad gets broken, but manages to survive and get back to platoon it DOES matter wich part of squad that was. If "a" part of squad gets broken, and joined back (after they've recovered) with "b" part, CM "remebers" it and marks the whole squad as "!" BUT When you join previously broken "b" part back with fresh "a" part then... voila! :eek: ...CM does not penalize the joined squad. And you can split them again (and noone gets ! mark).
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Accuracy While Firing On the Move (OR FAST) in CMBO
edgars replied to aka_tom_w's topic in Combat Mission Archive #3 (2001)
The Combat Mission doesn't factor in the terrain tank is riding over when calculating hit% of moving tank. Only speed and distance counts. Take a look at my lilttle test here: Tank - M4, target - PziV, distance 665-670m. M4 started behind a patch of woods and I checked the % at the start of second turn when M4 had achieved its full speed in the given terrain and came out from behind the woods (hence the distance varies a little). Terrain Hit% Road (both) 7% Open 15% Wheat 15% Brush 17% Scattered tr. 23% So what can we learn here? If you want to fire on the move, do it from scattered trees! :eek: (off course test was done under "lab conditions", if PzIV have had any ammo it would be easier to hit a slower moving tank in the treees rather than fast one on the road) NOTE: When measuring hit% from wheat, brush and trees, M4 was on the very edge of particular terrain. [ 07-31-2001: Message edited by: ciks ] -
Accuracy While Firing On the Move (OR FAST) in CMBO
edgars replied to aka_tom_w's topic in Combat Mission Archive #3 (2001)
So, it would seem only logical that a tank driving on the paved road has a higher chance to hit the target than a tank driving off-road?