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c3k

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  1. Upvote
    c3k got a reaction from Bud Backer in Bud's Russian Attack AAR: Красная молния   
    Bil is a strong adherent of the "recon pull" school of thought. Meaning, don't have a plan. Scope out the enemy, THEN figure out what to do. (C'mon, it's close enough: go with it.)
     
    Others believe in "command push". This means the commander's intent is signaled, and then all ops are meant to conform to it.
     
    There are pros and cons to each and neither is exclusive to the other.
     
    Obviously, there is a third school of thought. It involves the commissar, a nagant, and the need to prove one's loyalty to the cause. 
     
     
    I know which school of thought applies to this battle.
     
     
    Bud, we've all been there. Kudos for doing this in public. Your losses, thus far, could have been avoided, but are certainly not outrageous nor unheard of. All of the comments are for instructional purposes for others following this AAR. Seriously, you're doing a great job explaining what you're doing and showing it to us. For grins and giggles, I've got a pbem going where my oppo put his infantry into a chokepoint...which I'd placed a TRP on. Your losses are NOTHING compared to his. We all learn from our mistakes. Some of us are learning from yours. :)
  2. Downvote
    c3k got a reaction from Bulletpoint in Bud's Russian Attack AAR: Красная молния   
    Of course, I do applaud your use of the tank riders as mobile mini-dumps. Follow up forces can get ammo from the trail of casualties.
  3. Upvote
    c3k got a reaction from Rinaldi in Bud's Russian Attack AAR: Красная молния   
    Of course, I do applaud your use of the tank riders as mobile mini-dumps. Follow up forces can get ammo from the trail of casualties.
  4. Upvote
    c3k got a reaction from Bud Backer in Bud's Russian Attack AAR: Красная молния   
    Oh, God, the tank riders... Really? You've made me weep for their losses. ME.
     

     
    The previous post covers it pretty well. Do NOT use tank riders to assault defended positions unless you just don't like desantniki and want to see them dead. Trucks drop troops off in cover. Halftracks can get closer. Tank riders should be dropped off somewhere before you'd disembark halftrack riders.
     
    But, their blood is your gain: now you know.
     
    HQ's and FO's should be protected as if they were more important than mere squads. Because, you know, they are.
     
    One other point: if the muzzle of the tank can hit the house it's area firing at, you may be a bit too close. Use that "Y" button instead of "T" or "J". Just sayin'...
     
    Y (target light) with a 30 second pause, a move and a FACE gives 30 seconds of mg fire. Pause an infantry unit for 30 and then rush the pinned building defenders.
     
    Now, enough of that: keep the attack momentum!
     
    Ken
  5. Upvote
    c3k got a reaction from beersmurff in German 'Handy Top Tips' armoured tactics document   
    Sorry, I only half-read your post.
     

     
    (C'mon! THAT was funny!)
     
    Ken
  6. Upvote
    c3k got a reaction from MOS:96B2P in Crew members as recon   
    That's a gameplay/reality issue. The game WILL penalize you if your crew dies. They are worth more points than average pixeltruppen. They do have a morale hit after forced bail out; as you state, after that, they can be used as scouts.
     
    However... They are not linked into a command and control network. YOU will know what they see, but none of your troops will gain the spot intel. (I only play on Iron. It is NOT more difficult, but it does allow better player knowledge of what your troops can see.) A scout team split off from an in-command platoon will be far more beneficial to the rest of your troops...and is cheaper to replace.
     
    But, if you want to picket an open flank for your own purposes (so you, the player, know what's out there), then an unhorsed crew works fine.
     
    Ken
  7. Upvote
    c3k got a reaction from sburke in Thinking about getting Black Sea or Red Thunder   
    Zemke,
     
    Both games (RT and BS) have pros and cons. The biggest issue is whether you want to play with modern weapons or WWII. WWII is more "honest". Modern is brutally lethal. If your fundamentals aren't there, CMBS will expose them via KIA/WIA and pyres. CMRT allows a bit more forgiveness. 
     
    As mentioned, that "laser warning" tells your tankers that they're about to die. There are tactics that can ameliorate the disruption that a laser warning causes: FAST move, higher motivation crews, overwatch units, etc.
     
    (As for John Kettler's cathartic prose, I think he'd be the first to admit (in fact, he has, and on multiple occasions) that he has some coping issues with complex situations such as those presented by these games. Take the good from his posts, but filter them based on his own admissions of how easily he can become overwhelmed.)
     
    Regards,
    Ken
  8. Upvote
    c3k got a reaction from AlexUK in Thinking about getting Black Sea or Red Thunder   
    Zemke,
     
    Both games (RT and BS) have pros and cons. The biggest issue is whether you want to play with modern weapons or WWII. WWII is more "honest". Modern is brutally lethal. If your fundamentals aren't there, CMBS will expose them via KIA/WIA and pyres. CMRT allows a bit more forgiveness. 
     
    As mentioned, that "laser warning" tells your tankers that they're about to die. There are tactics that can ameliorate the disruption that a laser warning causes: FAST move, higher motivation crews, overwatch units, etc.
     
    (As for John Kettler's cathartic prose, I think he'd be the first to admit (in fact, he has, and on multiple occasions) that he has some coping issues with complex situations such as those presented by these games. Take the good from his posts, but filter them based on his own admissions of how easily he can become overwhelmed.)
     
    Regards,
    Ken
  9. Upvote
    c3k got a reaction from Bud Backer in Thinking about getting Black Sea or Red Thunder   
    Zemke,
     
    Both games (RT and BS) have pros and cons. The biggest issue is whether you want to play with modern weapons or WWII. WWII is more "honest". Modern is brutally lethal. If your fundamentals aren't there, CMBS will expose them via KIA/WIA and pyres. CMRT allows a bit more forgiveness. 
     
    As mentioned, that "laser warning" tells your tankers that they're about to die. There are tactics that can ameliorate the disruption that a laser warning causes: FAST move, higher motivation crews, overwatch units, etc.
     
    (As for John Kettler's cathartic prose, I think he'd be the first to admit (in fact, he has, and on multiple occasions) that he has some coping issues with complex situations such as those presented by these games. Take the good from his posts, but filter them based on his own admissions of how easily he can become overwhelmed.)
     
    Regards,
    Ken
  10. Upvote
    c3k got a reaction from Bud Backer in Bud's Russian Attack AAR: Красная молния   
    What Bil said. Family comes waaaay before this.
  11. Upvote
    c3k got a reaction from RockinHarry in All German squads have "scout" icon?   
    As mentioned...Fusiliers were the recon troops. When the Germans were attacking, that skill was useful. When the Germans were retreating, they were the most mobile unit in the division (usually on bikes, late war), and with their elan and status, were used as the "fire brigade" troops. Kept in reserve, they were used to counterattack breakthroughs and otherwise plug critical gaps. No troop lasts long with that type of continued use. Nor did the Fusiliers.
     
    Ken
  12. Upvote
    c3k got a reaction from Bulletpoint in All German squads have "scout" icon?   
    As mentioned...Fusiliers were the recon troops. When the Germans were attacking, that skill was useful. When the Germans were retreating, they were the most mobile unit in the division (usually on bikes, late war), and with their elan and status, were used as the "fire brigade" troops. Kept in reserve, they were used to counterattack breakthroughs and otherwise plug critical gaps. No troop lasts long with that type of continued use. Nor did the Fusiliers.
     
    Ken
  13. Upvote
    c3k got a reaction from Bud Backer in Bud's Russian Attack AAR: Красная молния   
    (OT: Gnarly, if you have a "bub" on the way, this is the PERFECT time to buy all the CM games! Think of all the late night bonding that can occur. Do it. If your wife gets angry, just tell her you forgive her because you know it's only the hormones talking.  )
     
    Obviously, we need more screenshots!
  14. Upvote
    c3k got a reaction from Bud Backer in Bud's Russian Attack AAR: Красная молния   
    C'mon, you don't have Shturmoviks coming in after the rockets?
     
    Rockets are fun...but only in stupendously large numbers can they affect the balance. Usually. 
     
    Love your screenshots and overlays.
  15. Upvote
    c3k got a reaction from Bud Backer in Bud's Russian Attack AAR: Красная молния   
    My .02: You seem to have advanced the two teams through the SAME terrain. The second team (the trail unit) gains nothing by doing so. As well, with no lateral offset, they simultaneously decrease their outgoing firepower while increasing their vulnerability to incoming fire. Offset one team laterally about 2 or 3 (4?) action spots. Never have one team directly behind the other.
     
    With the lateral offset, the stopping positions of your two teams would resemble footprints, as opposed to a wheelbarrow track (or pogo stick tracks?).
     
    Sometimes terrain does not allow that type of offset.
  16. Upvote
    c3k got a reaction from Bud Backer in Bud's Russian Attack AAR: Красная молния   
    I like the way you're not afraid to use your men's deaths to advance your career. I think that's the mark of a great commander! Lesser men would try to save their little, pathetic, worthless lives. Trust me, they have no future. Allowing them to die, gloriously, is doing them a favor. That armored car crew on the left will thank you.
     
    In a serious vein, the scouting teams on the left: HUNT is tiring and takes time. Personally, once the lead element HUNTS to a position, I will QUICK the follow-up element until they're even, then HUNT them forward. HUNT-QUICK-HUNT for one, QUICK-HUNT-QUICK for the other. (With the obvious tactic of keeping one element stationary while the other one QUICKS.)
     
    Nice analysis on the HMG opening up. Once you start shooting an HMG, you'd better be ready to keep firing. I'm surprised he didn't give an area target 15/30 second burst (J or J+J) at the "?" he must have. Since he did not, I think you're spot on with your analysis.  If his HMG can shoot down the road, surely your AC can shoot up the road? A few bursts may pin his HMG (don't expect any permanent effect). That will keep the HMG from shooting at your scouts, and my keep them in place for the rockets. (If they opened up too early, your oppo may try to extricate them. Not likely: HMG's are usually a key part of the defense, not a tripwire meant to fall back.)
     
     
    (Nothing here meant as a criticism! Just offering possible courses of actions, etc.)
     
    Post more. MOAR!!
  17. Upvote
    c3k got a reaction from Baneman in Bud's Russian Attack AAR: Красная молния   
    Lol! Have your men rifle through the hq's pockets. They may find some vodka or binos.

    Tanks can help infantry. Just sayin'.
  18. Upvote
    c3k got a reaction from Bud Backer in Tiger Armor Issue   
    Above, page 4, Shift8 wrote that a penetration is when a projectile passes through the armor. That's not really how it works. Usually, if there is visible light through the armor, then it counts as a penetration. Some of the criteria changes based on country and time. US in WWII, you had to see light.
     
    Any light. Even a pinhole. Light = penetration. Kinda makes sense.
     
    If a 76mm shell "penetrated", that doesn't mean there was a 76mm hole in the armor and a spent 76mm round sizzling on the ground. Usually spalling liners were used to collect the many fragments which either spalled off the armor, or were the result of the armor being displaced, or were the fragments of the shell which passed through the armor. They'd be weighed and categorized and the data thereby gained would be added into the report.
     
    So, "penetration" may not mean much energy was left. If the shell overmatched the armor by a narrow margin, and it was solid shot, then (other than the poor bastard right behind the path), the tank and crew had fairly good odds of surviving unscathed.
     
    Ken
  19. Upvote
    c3k got a reaction from Bud Backer in Alternate control panel layout   
    I like the "Passenger" (and other status) indicator being added. The ammo status in red is nice. Toss in the right-facing weapons and faces, and you'll have a better UI...IMO.
     
    Regardless, a healthy discussion about the UI is a pretty good thing.
  20. Upvote
    c3k got a reaction from Bud Backer in Tiger Vs Stuart   
    Yeah, I sent out invites to two newbs who wanted to tutorial via pbem. I told them to pick everything. (Both wanted QB.) I told them this is a tutorial: winning/losing doesn't matter. One quit when his Tiger died. No emails, nothing. Another did the same when his Sherman tank rush failed to work against two stugs and some shrecks. So...I no longer offer tutorial help.
     
    Rage quitting is unacceptable. (Had it happen in a tournament.) Ceasefire and surrender is totally acceptable. Usually my oppo's will communicate the desire to ceasefire, unless it's tourney play. As for me, if I'm losing, I'll tell my oppo I'm ready to surrender, but will happily continue until the clock runs out if he'd like. Sometimes it just feels good to wipe the board. I wouldn't deny anyone that kind of fun.
     
    My experience has been that the vast majority of pbem'ers are mature and good-humored. It's what brings the game to life.
  21. Upvote
    c3k got a reaction from Bud Backer in Bud's Russian Attack AAR: Красная молния   
    Bud,
     
    When Bil and I agree on a tactic or technique, a stonemason should be called and it should be chiseled into living stone.
     
    What you do with the stone after that is totally up to you.
     
    Show us pictures of the explosion! 
     
    Ken
  22. Downvote
    c3k got a reaction from Bud Backer in Bud's Russian Attack AAR: Красная молния   
    Lol! Have your men rifle through the hq's pockets. They may find some vodka or binos.

    Tanks can help infantry. Just sayin'.
  23. Upvote
    c3k got a reaction from Bud Backer in Bud's Russian Attack AAR: Красная молния   
    Like Bil said. Plus, my .02: if it has a flag on it, it should not be leading the assault. Use your cannon fodder. You've got those SMG squads: toss 'em into the fray...ahead of your high value assets. SMG squads have smgs, and they cannot modify/call in any arty: only HQ's and FO teams can do that. Get them back and get a meat shield in front of them.
     
    If the enemy can toss a grenade in its hatch, your vehicle is too close to them. Just a rule of thumb.
     
    I think you'll roll the resistance up pretty quickly...but just hope you don't lose the HQ or FO.
  24. Upvote
    c3k got a reaction from Bud Backer in Bud's Russian Attack AAR: Красная молния   
    Awesome!!! Your oppo has taken bull by the nuts! Or the early squirrel got the horns. Whatever. I love the early ambush. That'll keep ya honest.
     
    Never, never, never, poke your head up unless you've got another 2x more sitting there to bop the other guy. Three's the number. Triangles again. Who is on overwatch for that armored car? Why are they buttoned up? How did a rocket propelled munition get fired and no one is pouring lead on the position?
     
    An aggressive defense will stifle the attack. Unless there's rocket artillery on the way.
     
    I was about to suggest peeling off two T34s along your startup edge. One echelons off at the center, the other at AOA 1. The sound contacts should/could confuse your oppo, and that'll get them in position, hull-down, to see what's going on. Oh, EVERYBODY unbuttons until they start getting small arms fire or arty. Eyeballs are more important than armor. The riders the two tanks had should stay by AOA 2 and be split into teams. Those 4 teams are your cannon fodder. Err, "scouts". One moves, one delays THEN moves, the other two overwatch. Then they switch. Bounding overwatch, etc. A tank or two pokes up (same time as the other two T34s) and stays hull down and provides fire support.
     
    My .02.
     
    Gotta love that defender. Sending a team far up just to bop you on the nose. Nice.
  25. Upvote
    c3k got a reaction from Bud Backer in Bud's Russian Attack AAR: Красная молния   
    ^^^

     
    Yesss...the dark side pulls you..
     
     
    In all seriousness, a hull-down position which can fire upon both tree lines may be well worth it for some overwatch elements. If the defenders have to guard the length of the woods as well as their flanks, your attack can be assisted by the "fire base" of your triangle. (Two maneuver sides, the base is the fire.)
     
    Weight whichever side you like (as you've done on your right), occupy the left with a minor attack so the defenders there, if any, can't assist against your right, and the center guys can pick off any armor with flank shots. If he has non-turreted vehicles, the center force will really light 'em up.
     
    I'd put two tanks left, two tanks center, and the rest on the right. FWIW.
     
    Edited to add: the timing of the center's exposure will be important.
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