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Grunto IV

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Everything posted by Grunto IV

  1. <BLOCKQUOTE>quote:</font><HR>Originally posted by Username: As if the HMGs are not modeled weakly enough as is? Lets let BTS fix them first please? Lewis<HR></BLOCKQUOTE> i'm with you on this one. let's get them to where they're as effective as in asl then, after that worry about the number of crew members at any given moment. andy
  2. you might want to consider a single, 120-turn battle. i take it this is going to be the 'west wall' or somefink? andy
  3. i think that the 'chance encounter' scenario is great for balance. if you never played the demo too much, you might want to 'fire this one up' for a pbem. andy
  4. units i've overused: american m8 hmc m8 hmc m8 hmc (underpriced) chaffee m3a1 german: sdkfz 7/x 75mm recoilless 20mm flak 37mm flak pupchen spw 250/9 psw 234/3 commonwealth: 3" 'antitank' mortars units i'll probably never purchase for a qb: german: spw 251/1 (overpriced) panther (good but boring) tiger (doesn't perform as well as in squad leader) american: jumbo m36 td anything sherman 76 i like those sherman 75s... even if the ammo load is 'out of whack' with 'too much ap.' andy
  5. i have a scenario with mixed vgd and vs over at manx' combat missions website. it's called, 'rp duke on the heimat.' andy
  6. <BLOCKQUOTE>quote:</font><HR>So it changed to where it is now.<HR></BLOCKQUOTE> i'm not so sure about that. in my scenario, 'midnight' there are a lot of psw 234/1s and they fire their he at infantry regularly, and at ranges inside of 100 meters. now, assuming what you're saying is correct, is it because the los in 'midnight' is only ~120 meters (night) that i'm seeing the psw 234/1s firing away with their main guns? if night/day isn't the answer here, it's almost as if i'm playing a different game than the original poster. is there a patch later than 1.12? andy
  7. didn't the finns have a superlative antitank rifle? also, i hope cm2 will model those 'gentle ben' fan-driven snow vehicles. andy
  8. <BLOCKQUOTE>quote:</font><HR>Originally posted by dalem: Now play nice! Miniature gaming has many benefits that even CM does not. -dale<HR></BLOCKQUOTE> heck, squad leader does too. the thing with miniatures or sl/asl versus cmbo is that cmbo takes care of so much of the 'grunt work.' but the modelling of the battle in tabletop miniatures or asl is sometimes 'more realistic.' ...at least in my experience. andy
  9. i find that the best way to have a challenge against the ai is to attack into tough odds. the ai is a poor attacker. that's not to say it will never be improved; that's simply how it is now. try my scenario, 'midnight' as germans with the ai set to +3 experience. set it to default allied (computer) setup and it should be even tougher. in any event, if you give the ai a lot more infantry than you've got, and you attack into it, it can be a good exercise in tactics for you. my theory here is that the ai will somehwat make up for its ineptitude with sheer numbers. remember the default setup; usually a scenario designer will put the defending (ai)guns into decent positions; if you leave it up to the ai, 'it' will put the antitank guns into some strange places. the 'good scenarios' - at least in this regard - have good initial placement for the (ai) defense. i find that this is most important with the antitank guns. of course this is my opinion. if you go to pbem, you will get plenty of 'headaches.' andy
  10. they should base standings upon w-l record with a minimum number of games to qualify. andy
  11. --I've sometimes used the cheap 20mm cars, but the problem is that, they are useless if your opponent doesn't use light vehicles. --- ...actually, the 234/1 can be useful as long as it doesn't meet up with enemy 'heavy' armor or AT, or PIATs or BAZs; or .50 cals. If you can get the 234/1 isolated on some infantry at say, 300 meters, that 20mm is deadly. If you're talking about the 250/9, it's the lack of ammo there that makes it less useful against infantry. If memory serves, you don't like buying standalone 20mm AA because it's 'unrealistic.' I always convince myself I've got an "AA detachment" and buy a few of those. They're great heavy machineguns which - again if memory serves - someone else mentioned here. My basic rule is to have some sort of 20mm assets in case the dreaded M3A1s show up on the other side. In the current model, MG42s are suboptimal against those M3A1s, but 20mm AA are excellent. As Americans, I often buy a 'cavalry force' and simply attempt to storm the German positions. As Germans, I'm always wary of that so that's why there are always some 20mm AAs in my force. Also, the 75mm infantry gun is a good, cheap, 'light armored killer.' Andy
  12. <BLOCKQUOTE>quote:</font><HR>Originally posted by SS Peiper: I'd like to try "Duke of the Heimat" were can I D/L it from?? SS Peiper<HR></BLOCKQUOTE> I have sent it through email. It should be at "Combat Missions" soon. Right now there is an earlier version of it, "Quickness Kills" there but that one isn't quite as good. Andy
  13. Title: R.P. Duke on the Heimat Location: German Plain Version Number: 1.02 Editor Version: 1.12 Date of Scenario: March, 1945 Type: American Attack Based Upon: "Real-life" U.S. Cavalry Squadron Length: 60 Turns Map Size: Large (880x2400 meters Conditions: Dry Ground, Snowing, Dawn (~250 Meters Visibility) Play First As: American Attacker Description: In a section of rural Germany some local Volkstrumm and a refitting VGD 'Division' work together to seal off a section of highway; 3 forgotten towns along a sleepy farmland plain. As dawn approaches, the ground is frozen and it is snowing. The visibility is about 250 meters. The 'U.S. Cavalry' draws near. Their task is to clear the highway. The defensive terrain offers both some built-up areas and farmlands with subtle creases in the land, from behind which ambushes could be launched. The woods and trees along the highway are also good defensive positions. Other than that it's ideal country for Mechanized 'operations.' Author: Andy Thomas
  14. <BLOCKQUOTE>quote:</font><HR>Originally posted by Johnny D.: Has the addition of the Maus to CM2 ever been discussed? I would love to play with one of those, although three KingTigers isn't bad either.<HR></BLOCKQUOTE> you may not see a 'maus' but perhaps 'goliath' instead. andy
  15. If you like a tough attacking situation with lots of recon vehicles, this one is for you. I've found it to be a very tough attack, managing only on the 3rd try to pull off a 37-22 "victory." Title: Midnight Location: Normandy, in a Canadian-held Sector Scenario Version Number: 1.1 Editor Version: 1.12 Date: Early July, 1944 Game Type: German Attack Based Upon: Fictitious but based upon fighting between elements of 12th SS Armored versus Canadian Infantry Game Length: 45 Turns Map Size: Medium (Large Scenario) Conditions: Night, Damp, Overcast Play 1st As: Germans Description: SS Kampfgruppe attacks Canadian-held village. Author: Andy Thomas I had an AAR but the last 10 turns or so must have been munched somehow. There are pictures at the Combat Mission Club on Yahoo! This one is available at Combat Missions. Andy
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