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Joerg

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  1. Hi, in my installation of CMBO the white pixels (text/graphics) keep diappearing. Obviously others have experienced this behaviour before with CMBO & nvidia cards. So I installed the newest detonator drivers, rebooted, but it didn't help at all. Win 2000 TNT1 M64 Hardware manager says something about Driver version 2.3.1.1 (don't know which one was installed before) Any help appreciated. Jörg
  2. Some ketchup on your screen might do the trick. Wait, better go for BBQ-sauce (to add these little gory bits of whatever they put into it). No, wait, I've got it : PIZZA (muffled sound of calzone hitting the monitor) !! Or any italian food, for that matter. And the olive oil does wonders for your cholesterine, too. I'll opt for vegetarian games, though... Joerg (Sory, didn't mean to offend anyone, but for me the fun is in making plans and seeing them fail :eek:, not simulated blood and body parts. Besides, your imagination could provide you with more of that than any game engine ever could) [ 09-30-2001: Message edited by: Joerg ] [ 09-30-2001: Message edited by: Joerg ] [ 09-30-2001: Message edited by: Joerg ]
  3. I just finished a nigt/fog QB, too, and I barely succeeded (well, it was a ceasefire, but I held the flags and the game was decided at this time). I did some flanking that proved very successful, although the main force still attacked frontally. Remember that your opponent can't see anything as well. So it's easier to distract him with a few units. Sneak with the flanking force, make a lot of noise (run, drive fast) with small reserves elsewhere. Maybe your opponent will rush his reserves, give away his position or counterattack. That's exactly what you want. If all fails, well, you did buy some heavy artillery, did you ? Target suspected positions early and move your aim before the guns actually fire. This has worked for me. Joerg
  4. Hmmmm... this is not exactly what I would call GT. <smartasslecture> Being a guerilla means you're the underdog, outnumbered and outgunned, so the only way to inflict serious damage to your opponent is 1) to choose when and where to launch a limited, hit-and-run attack and 2) maximizing the element of surprise when doing it. What you're talking about is placing troops ahead of your line of defense to scout and maybe ambush the attacker. I think this probably hasn't much to do with guerilla tactics, but is a standard tactic for every defender. The difference is that the attacker knows you're there and expecting an ambush, so it's no great surprise when things go BOOM. Defending in CM means, sooner or later you'll have to slug it out, if you like it or not. </smartasslecture> Maybe it's just the choice of words... Just my 0.1 cents, Joerg
  5. Tanks are often mistaken for other, similar tanks in the game at longer range or low visibility. This can ruin your day when you see a "Tiger?", adjust your tactics to avoid and surround the beast, losing time and a few extra tanks while doing so and then it's only a lousy, rusting old Pz IV. Or you ask yourself how that Stug? can survive 3 hits from a Sherman 75 at 100m. I'd like to know if you know of any other pairs like - Tiger/Pz IV - StuG/Hetzer that are commonly mistaken for each other ? And does troop quality help identify them earlier ?
  6. Hmmm... depends mostly on how much troops you've left and how much you're facing, I think. Staying put using the cover of the wall may provide cover vs. small arms fire, but most of his artillery will fall on your side, so the wall is not much help. And staying put won't get you anywhere. If you retreat into scattered trees or woods your opponent can easily walk his artillery aim there, too. Treebursts are fun to watch, but mostly for him. But if you have lost so many men already that you can't assault him anyway (less than 2:1 ratio, better 3:1), you'd better run now than never. If not, rushing over the wall might be your best bet. I mean, you either move forward to attack or move back to retreat. Staying put in enemy fire is the worst you can do in my opinion. If you have the numbers, attack _now_ or retreat _now_. If you face SMG squads, it's better to fight them from 100-150 m plus your support weapins from even greater distance, where they can't hurt you that much. This costs ammo, but it saves lives. Afterthoughts : If you weren't so close already, you could think about splitting your force so he can't concentrate his artillery. Possibly too late now. Smoke (artillery, mortars, tanks, whatever) comes quite handy in such situations. A few rounds could allow you to advance into that cover. Mortars + tanks are ideal, because it only takes them ~ 30 seconds to deploy a small smoke screen.
  7. Would anyone like to play a PBEM vs. me - one side gets inf only, the other only armor ? Not sure about the outcome, but maybe this could settle the debate Jörg :confused:
  8. I've set up a small test using allied AT guns w/ leaders vs. Panzer IV's to see the difference the leader's combat bonus has on hit chances. Nil. Nothing. Do these bonuses get included in the _displayed_ chances or are they taken into account while firing only ?
  9. Hey, this is some japanese drawing style, isn't it ? Just that I forgot the name. Great beauty in there.
  10. PzKfw VI in winter camouflage, Nov '44. Note the unusual bow MG mounting. Damn, this is hard - no monospace type of font. Any ideas of how to improve this often overlooked art form in the forum editor ? doesn't seem to do it. Joerg [ 09-09-2001: Message edited by: Joerg ]
  11. There was a forum thread/post mentioning a new book on armor penetration here somewhere, but you know the forum search function :mad: Does anyone remeber and can tell me the forum url or a website with reviews ? Thanks, joerg
  12. I've had a flamethrower team in test scenario moving down the street towards a buttoned Panzer IV from BEHIND. I played both sides and I can tell you the tank crew did not even notice the first flame attack on its vehicle, even less the FT team 20 m away!
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