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Gpig

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Posts posted by Gpig

  1. Awwww, COME ON Panzer76! smile.gif

    I've played All or Nothing against the A.I.. But I played as the Allies.

    It was an AWESOME battle. It was hard enough on me (as the British AND a human) getting my attack to work. I have NO illusions about the A.I.'s abilities. But to have to deal with three river crossings and multiple avenues for attack. Plus a constant flood of reinforcements . . . I'd be amazed if ANY computer could deal with the logistical nightmare of that scenario (for the allied side).

    I truly think your expectations of the A.I. are TOO HIGH.

    Part of your experience is due to the fact that you have yet to learn the best ways to play the A.I. smile.gif

    There are few "best" ways to play the A.I..

    But one of the wrong ways (if you want a poor showing by the A.I.) is to let it attack you.

    Some scenarios are custom made to allow for a pretty good showing for the A.I. on attack. They usually recommend how to adjust the balance for the A.I. in their briefings. They use flags, and exit zones, and friendly/non-friendly map edges to help coach the A.I. into a workable attack. Check 'em out.

    But overall, Let the A.I. defend.

    And DO NOT play the A.I. (where you are the germans) in ALL OR NOTHING. (Guess you already know that, though.)

    smile.gif

    Gpig

    [ April 04, 2002, 02:28 PM: Message edited by: Gpig ]

  2. bloody-'ell.

    How come I can't see the screenshot on your webpage?

    All the other graphics are loverly to look at. Just not the "War on the Rim" pic.

    (War on the Rim? Sounds kind of like an add for hemorrhoid cream, eh?) (Booooooo . . . )

    smile.gif

    Gpig

    (Edit: I figured out how to spell 'roids. :/ )

    [ April 01, 2002, 01:22 PM: Message edited by: Gpig ]

  3. Well, I'm not expert, fer-shure . . . but I seem to recall that the TWO tanks on the back of the pack each held a DIFFERENT substance. Only when mixed together, and touched off with a flame, would they make the ouchy heat.

    Thus, a bullet would have to pierce both tanks, AND mix the substances together, AND start the fire. So I think that any explosion due to flamethrower pack damage, would be a rare occurance.

    Someone please clear this all up, wontcha!?

    smile.gif

    GPIG

  4. Dude!

    I think financial success should have NOTHING to do with the awards given.

    Then we'd have Adam Sandler buried under all of his Acadamy awards.

    I think these awards stink anyways. You can't judge something like acting down to "winners and losers." They are all good. (At least those that have been given a nomination.)

    I think Monsters Inc. was a better movie than Shrek, but I am biased. smile.gif

    (Those were BOTH blockbusters, though.)

    Gpig

    EDIT: Almost forgot my first HI MOM!!!

    [ March 26, 2002, 03:24 PM: Message edited by: Gpig ]

  5. Howdy

    Same topic but from a different perspective . . .

    How do I "liberate" POW's from the enemy.

    I'm in turn 10 of the second battle in an operation (each battle is 15 turns long), and my opponent has a long line of my captured crewmen, heading to his rear. I've currently got the upper hand in this battle, and I'm wondering if it's worth my while to push towards liberating said POW's.

    It would involve overextending my armored forces. But it could be done.

    My question is . . . what do I do to ensure the POW's switch sides again? Just destroy any nearby enemy units?

    Gpig

  6. I'm sure this question has been answered before, but I've never seen it. smile.gif

    I too, have wondered about this very thing. Since whenever I have troops behind a wall (or I'm engaging enemy troops behind a wall), they never seem very effective at all.

    Now I go out of my way to avoid setting up behind walls.

    Also looking forward to a swell answer.

    Gpig

  7. During the last RUMBLE II, I had an SS Pioneer squad sitting next to a Daisychain minefield for 5 minutes. They were at reduced strength. They were under fire from infantry, artillery and direct HE from a chaffee (or somthing). They still managed to clear a section of daisychains. But it took 5 minutes. There were only 3 left in that squad by that time.

    Squad strength MAY be a factor. But incoming enemy fire is much more of a factor. Because if squad strength WAS a factor in the above example, I don't think they EVER would have cleared that length of daisychains.

    Hope that sheds a smidge of light on the subject.

    Gpig

  8. Hi all,

    This may have been discussed, but when I did a search for RUSSIAN ELITE, it spewed out so much stuff I didn't know where to begin. :(

    I was just wondering about the Russian equivalent to Allied/Axis Airborne. Or other some such units (of Russian creation) that could have been (or were considered) ELITE status (for a CM game).

    Were there any much ballyhooed units in particular? Did they have anything like Commando teams/units?

    Just curious.

    Gpig

  9. I did a search for Assualt boats but have not found what I'm looking for.

    I was playing my first scenario with assault boats and found a problem.

    I thought you'd be able to load em up, send em across, unload em and then turn em around and send them back for another load of troopers.

    While playing Polish at Ahrnem, I discovered that this was NOT possible.

    I loaded my boats with as many men as I could, but did not have room for my Battalion HQ or my Company HQ. So I left them on the near bank with the idea that I'd be back to pick em up in a few minutes.

    But when the boats make landfall and disembark their troopies . . . All of their order/commands cease to exist. All except Line Of Sight LOS.

    I had to leave my poor HQ fellas waving hankies on the far shore. :(

    Anyone else discovered this "one-crossing-only" use for assualt boats?

    Gpig

  10. Redeker wrote:

    Check out the graphics near the bottom of the page here:

    http://www.fas.org/man/dod-101/sys/land/120.htm

    It has high-speed picture of a sabot round discarding the sabot. You can even see the supersonic shockwaves.

    Cool! Also, follow the link on that site for the M830A1 HEAT round. Check out the picture (and explanation) for the round's anit-helo capability.

    Proximity fuzes for HEAT rounds to defeat Helicopters!?!?

    Amazing!

    Gpig

  11. Dude! That's so bizarre. I was wondering about those same things the other day.

    Also, another question comes to mind. If you were infantry dug in and defending a position with friendly tanks to your rear providing support . . . wouldn't those discarding sabot rounds be a hazard when the tanks were firing over your heads at enemy targets down range? The sabot parts would no doubt cause significant injury to any soft targets caught in the open, no? (Just from velocity alone?) Kind of suck to catch one in the back of the helmet.

    Gpig

  12. The Vet. Engineer platoon (as its only infantry) is a point killer too. I'm sure those FT teams earned themselves a nice hot cup of jack squat.

    Yeah. We ARE talking about the A.I. here. So of COURSE he tried to walk two flamethrower teams across 200m of open ground towards the VL. My Stug's were fighting amongst themselves to let fly with the HE.

    I would like to see how a human player would have spent the thousand points in order to come up with a nice counter to the German side.

    Any idears?

    Gpig

    EDIT: Oh. Those changes would make sense. Could you get two regular G.I. infantry platoons for the cost of one Engineer platoon?

    And I fear Stuarts more than shermans. Especially when I've only got StuG's. Them little buggers always seem to bag me. smile.gif

    [ 01-29-2002: Message edited by: Gpig ]</p>

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