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Doug Williams

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Everything posted by Doug Williams

  1. Hmm, I just watched it again on my work PC and it seems fine. Are you trying to watch it on a moblie device? Anyone else having trouble?
  2. Haven't done my setup yet. Will take pics and/or a video when I do (probably Saturday). Probably going to send one company east, and one west, to try to capture both VLs. May try to work the HMG and mortar teams up to the high ground on my flanks to give them good overwatch. The Panthers are going to be problematic. Much of the terrain on the map is impassible to vehicles. Bil's starting zone is high ground and I believe (I'll need to do some LoS checks) he can probably park a tank or two up there and cover the road. What I've got to decide is whether or not I want to move my Panthers forward along the road on Turn 1, and trust in their superior frontal armor. Bil knows I like Panthers, so I can almost guarantee he will buy at least one M10 tank destroyer. I'm not too worried about the Shermans 75mm gun against the Panther's frontal armor, but those 76es can penetrate. Ugh, time to go to work. May post more later today.
  3. This is my force pick. In Summary: Two companies of veteran Grenadiers, minus one platoon each, but with additional support of mortar squads and MG squads. I also took the (gamey) option of two Elite sniper teams, and two Crack scout teams. Two Panthers (veteran). Thought about going for more quantity (PZIVs), at the expense of quality, but nah. The Sherman is at an extreme disadvantage against the Panther. I know Bil can probably buy five Shermans, but WTF, right? Ok wife wants attention now. Will continue later.
  4. @womble Thanks, man. @Baneman Good to have you in my corner, Ian. Yea, I can turn off that puke green VL highlight. Uh, what was the command for that again (serious)? @rocketman Glad to have you on board. You're my favorite Elton John song! @Holien Good to know the video helped. Those things take forever to upload to YT. @c3k Glad you also liked the video. Yea, thanks for the clarification on Ordinance VS Ordnance. I'm definitely not a contender for a spelling bee championship. Nor am I a "rules lawyer", so Bil doesn't have to worry about 1000 points worth of rules being dumped on him. Yep, I expect Bil will have planned for every contingency, so I'm just going to follow your advice and play like I usually do. https://www.youtube.com/watch?v=s1TcnQxV4BE
  5. I LOL'd at the title Bil came up with for our AAR game. I'm the "Gamey SOB" in this match. I should show him "gamey" and dump 1000 points of ordinance on his tiny setup zone during Turn 1. But no, that's not going to happen. I'm going to be a good boy and play fair this game. So, after some negotiations we agreed on a Medium QB CMFI Meeting Engagement, using the following "house rules": no preplanned arty, no TRPs, and the 33% armor rule, which should give us a maximum of 853 points to spend on tanks, SPGs, halftracks, etc. Bil also wanted mountainous terrain, so I sent him three maps to choose from, and he picked number 290. I did a YT video "flyby" of the map, just so you guys can see how steep this terrain is without having to start the game and load the map up. My forces start at the North Road, and Bil's forces start at the South Road Junction. Our start zones are also victory locations, and there are two other victory locations in "no man's land". http://youtu.be/hwL7GWGY_MI Video is with the game set to hide the tree limbs/leaves, to give you a better view of the terrain (and that's how I usually have it set when I'm playing anyway). Looking at the map again, I see that I have already given Bil an advantage by designating him as the "attacker".....his starting zone gives him the high ground and pretty good overwatch. Damn. I don't normally play with the 33% armor rule, but don't believe that will be a handicap in this game, because it looks like a significant portion of the map is impassible to vehicles. Bil has already done his force pick and sent me turn 2, so now comes the hardest part for me.....picking forces and the setup. This might take me a day or two. They say a picture is worth a thousand words, and, in my mind, a video is worth at least a dozen pictures, so I do plan to post further YT videos of the action as this unfolds, as well as static screen shots (as time permits). Also please note that I'm not really into mods, so all my game vids and pics will be with plain vanilla out-of-the-box CMFI textures. This is my first attempt at an AAR, so happy to listen to your suggestions in order to keep this interesting. I realize Bil is a very accomplished and methodical player, whereas I'm more of a "seat of my pants" type player, so I may be in for the ass whuppin of my life here, but at least I'll have you guys to make fun of me while the spectacle unfolds. Also, as Bil and I discussed, neither of us plan to play until the other side is wiped off the map. I fully expect this game to end in a Cease Fire or Surrender, rather than one side trying to hunt down the last enemy half squad hiding in a corner of the map. A real commander would normally retreat whenever casualties became too high, but unfortunately CM2 doesn't really allow that (at least in QBs). Edit: Decided to add this song, as it seems apropos to the title Bil gave me. :-) https://www.youtube.com/watch?v=kyXz6eMCj2k
  6. I believe that I have a pretty good handle on the rewards and consequences of unbuttoning tanks and AFVs in the WW2 CM games. How much advantage does unbuttoning a tank/afv have in CMBS? In the WW2 games, unbuttoning a tank makes a big difference in it's spotting ability. I'm not so sure that it would make nearly as much difference in CMBS. Up until now, I've mostly been playing with my tanks and afvs buttoned up in CMBS. Anyone care to come forward with any observations or advice?
  7. Hi. This is a request for some gameplay advice in CMBS, and the other "modern" games in the CM series. What are the advantages and disadvantages of giving the "open up" command to tanks and other AFVs in CMBS? Having played many of the WW2 CM games (against the AI and H2H), I believe I understand the advantages/disadvantages of having an AFV "open up". Given the superior spotting of modern vehicles, is there any reason to "open up" an AFV in CMBS?
  8. Bil and I have been in PMs, and he has (sorta) agreed to give me a shot at the Championship (or, more likely, put me down in a mercy killing), in the form of a QB (terms to be negotiated), as long as I agree to an AAR. Think of this forthcoming AAR as a documentary of my annihilation, with, hopefully, some witty comments. :-) First, I have to clear my current dance card (ongoing PBEMs) in order to concentrate on the lessons I will learn under the cruel tutelage of "Kill Bil" Hardenberger.
  9. Bill, after some thought, and reading some more of your AARs, I better withdraw my challenge. You seem like you enjoy historically realistic force picks and period tactics, while I'm much more of a "gamey" player. C3K I really enjoyed the AAR of your game with Bil. Very entertaining! Thanks, delliejonut, for sending me the link to that. I must have missed it the first time around.
  10. I was in a MASH unit for a few years in the 1980s. Played some cardboard war games in high school.
  11. Bil, whenever you have some spare time, I wouldn't mind learning at the feet of the master. :-)
  12. I don't mean to overstep myself.....just wondering.
  13. @ Kieme & Baneman I stand corrected. In the past, BFC has been very reluctant to change QB point costs of units. Perhaps that is changing.
  14. Lacroix, thanks for doing the testing. I already knew, based on my limited experience playing BS, that the Abrams was superior, but I wasn't sure just by how much. I just hope we don't start seeing threads calling for Abrams nerfing. The proper way to achieve game balance is to play well balanced scenarios or use "house rules" in quick battles. I would also suggest that the QB points value of T90s could be reduced, but (a) that would put Ukraine players at a disadvantage, and ( b ) I don't think BFC has *ever* changed a QB point value of a unit. We WW2 players have been dealing with armor imbalance for years, and are used to it.
  15. I can handle about four concurrent PBEMs, as long as none of them are Huge. More than that and my play suffers.
  16. Very good that you play PBEM. That is really what CM is all about. The AI is just a practice dummy. No need to be confused. That is indeed canister shot the Greyhound is firing. Best thing to do is ignore the troublemakers and play CM. That's what I do. :-)
  17. Hey, and we're both in FGM. Should be good times. PM or e-mail me and we'll sort out the details. @JK Just let me know when you get CM Helper sorted out. I'll be happy to play you.
  18. @Bud_B Ah, you discovered canister shot! Canister shot is a big reason why I have a lot of love for Stuarts and Greyhounds. As for the rest of the drama in this thread.......all I can say is I seldom pay much attention on here to anyone who won't play PBEMs. Nuff said about that.
  19. Looking forward to this (hell, I look forward to all CM releases). Thanks for the bone, Chris.
  20. Amazing! https://www.youtube.com/watch?v=dQw4w9WgXcQ
  21. Yea, I knew what you meant, Ian. Just funnin ya.
  22. The AI isn't very good at attacking in Quick Battles. It's better in Scenarios. The AI can sometimes do a decent job of defending in QBs.
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