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Doug Williams

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Everything posted by Doug Williams

  1. Offboard arty is difficult to make effective use of in the the WW2 games. I mostly use it to soften up the defender when my forces are attacking, via pre-planned missions. Having said that, pre-planned arty missions are generally frowned upon for the defender in an attack scenario/QB or for either side in a meeting engagement. The bigger the map, the more useful you will find it. On a Huge size map, even the defender can often make good use of offboard arty, especially with TRPs. Now, onboard direct mortar fire is a different matter, and can be very effective in around a minute if the mortar team can see the target, or even as area fire close to the target. I might be giving away some secret CM Kung Fu knowledge here. If I disappear in the next day or two, the forum Sensei's sent their assassins.....
  2. I don't recommend this. If you can only afford one with all the modules, upgrades, etc., then just get one (for now). Buying the bundles will save you money in the long run vs buying them piece by piece, and you will be able to play PBEMs with the one you chose.
  3. One other thing to keep in mind is the fact that not having all the modules will limit your multiplayer (PBEM) options. By this I mean you will run into difficulties playing PBEMs with players who have the entire game, especially playing Quick Battles. Multiplayer is where CM shines. I just checked the store page and it looks like you can get the CMBN "Big Bundle" for $105. The Big Bundle looks like it now includes the base game, both modules, the vehicle pack and the latest (3.0) upgrade. That will get you a *lot* of content and will allow you to play multiplayer with anyone who has the entire game (which, in my experience, is just about everyone who plays multiplayer). CMFI, like you pointed out, will cost you $65 for the base game + GL bundle, then another $10 for the 3.0 upgrade = $75. I like the terrain better in CMFI, but that's just my preference.
  4. I'm for that. But, regardless, the current +150% to -60% method should be available to both the attacker and defender in quick battles.
  5. In quick battles, allow points to be adjusted up and down for both sides.....not just the attacker. This should be a simple improvement to implement and will allow for really HUGE battles, as well as better handicapping options between PBEM opponents as well as the AI.
  6. Cheers, Holien. I appreciate your interest and input in this AAR. Nice you got to meet Bil. Hope he wasn't too sore at me.
  7. @sburke I don't blame him. Your avatar is, after all, quite attractive. I've been thinking of sending you a friend request, but was afraid of rejection.....
  8. Appreciate the update, Steve. I'm looking forward to all of it. Re: the 4.0 upgrade.... One thing on my wish list is adjustable purchase points for both sides in a QB, not just the attacker.
  9. Interesting thread, men. Some very good comments/observations here. Thanks for caring about the battle. AARs are fun, but a lot of work. This was my first one......which makes me wonder just what kind of idiot picks a fight with Bil Hardenberger for his first AAR? Re: flipping sides/mirror match..... I think I've just about had enough of this map. Better quit while I'm ahead.
  10. Thank you for doing me the honor of an AAR battle, Bil. I've learned a great deal from you over the years. Can't believe I finally got up the nerve to challenge you. Good game. I got lucky. Thanks for all you have done, and continue to do, for the Combat Mission community.
  11. Tactical victory.....I'll take that any day against a player like Bil. Heck, I would have been happy if *he* had won with a mere Tactical Victory. The aftermath video: Woah! Bil had a lot of troops. I definitely got lucky when I won the tank battle or I would have been overrun for sure.
  12. Yea, you're right. That wouldn't make for a good AAR at all. It would be over, one way or the other, too soon.
  13. Based on my experiments with the AI, those Shermans, and certainly the M10, had a decent chance of KOing those Panthers if Bil had kept them up on that hill. If our roles were reversed (and I'm not saying I want to do that), knowing what I know now, I would go "all in" and try to take the Panthers out with plunging fire from the hilltop. The downside of this, of course, is that, if you fail, the game is essentially over in the first few turns, and it wouldn't be as interesting of an AAR.
  14. Well, Bil conceded via e-mail and told me he was clicking Cease Fire. I also clicked Cease Fire and sent him the file. Sometimes it takes a turn or two for the game to actually end. I'll post a screen shot of the results, and probably do video of the final map. Thanks for the fun game Bil! You're a tough opponent and I'm sure I got lucky that game. I suppose it is now appropriate for me to view and post in his AAR thread and the Kibitzer thread?
  15. Hey Bil, any interest in a do wop duo? Damn, here I go again with YT......
  16. Next turn is in. Here is the vid, with trees turned off: I'll be interested to read your comments. Hey, one of my "Crack" scout teams finally earned their pay.
  17. Oh, yes. I had forgotten Sir was inconvenienced by the victory locations being highlighted in a different color. My deepest apologies for that oversight.
  18. Holien is correct. Bil's right flank mortars are done for, but he set up at least two tubes on top of the hill on his left flank. These still have some ammo left (I think). My single remaining mortar tube has been tasked with dealing with those.
  19. Next turn is in. Sorry (again) for all the off topic YouTube posts. I think I'm addicted to YouTube. Is there a support group? ;-) Anyway, at least I can use it to help with this AAR: This wasn't a very dramatic turn. My rearmost Panther managed to make it's way up beside it's mate. My forces took a few (perhaps five) more infantry casualties from small arms and HE fire from one of Bil's Sherms. One of my Panthers landed a good HE shot right in the middle of one of Bil's M1919 teams, knocking it out (and probably KIA/WIA the whole team). Bil's mortar fire has subsided, which is good. My remaining mortar team began zeroing in (using area fire) on Bil's two mortar tubes on the hill on his left flank. My Panthers still can't see Bil's Shermans, but the smoke is starting to clear. I have my Panthers buttoned up again, as the last thing I want right now is to lose a TC and have one or both of them pop smoke and reverse. I hold both of the contested VLs, so this has, for all intents and purposes, shifted from a meeting engagement to an attack, with Bil as the attacker (minus the points advantage). What I need to concentrate on now is not getting cocky or impatient. Bil could still get a lucky shot in with one of his Sherms, or perhaps a Zook. The game is mine to lose at this point, IMO.
  20. And now......another post containing a YouTube video completely unrelated (or is it?) to this battle between myself and Bil. Ladies and gentlemen......Ali:
  21. Thanks for the kind words. Received the next turn from Bil. Bil is murder with those mortars. He wiped out my left forward HMG team with two tubes that he managed to deploy up on the hill to the left (his left) of his starting zone. I also suffered a few random infantry casualties from small arms as well as HE fire from Bil's tanks. Bil has his tanks behind a smoke screen right now, but he can't keep that up forever. My rearmost Panther was given orders to advance up beside my forward Panther. On the way there, it took several more hits from one of Bil's AT guns, then the Panther returned fire and KO'd the offending gun. It looks like his other AT gun crew was receiving some buddy aid, and they also took a casualty from MG fire. I'm pretty sure that's the end of Bil's AT guns. My right flank HMG teams finally managed to deploy, which seemed to double their firepower. Here we see the hilltop to my left of Bil's starting zone, where he was attempting to deploy at least two mortar teams. I think that idea has been vetoed. ;-) All in all, a good turn. Hate losing that HMG team. On the bright side, my remaining mortar team finally got deployed and I'm hoping they can bring some interdicting fire on Bil's two mortars that are causing so much mayhem. I see Bil moving some troops around behind his tanks. Not sure how he plans to try to take that VL, but I have a couple of squads on that side of the map that have seen very little action so far. If I can neutralize his mortars and keep his tanks in check, my forces will be good to go. :-)
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