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newlife

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Posts posted by newlife

  1. <blockquote>quote:</font><hr>Originally posted by SuperTed:

    That's not as foolproof as you might think. Using the "Withdraw" command comes at a heavy price. The units are at a MUCH greater risk of breaking.<hr></blockquote>

    Not only that, it killed some men when I wasn't able to withdraw them out of a forward position they had been left alone in. I was rather surprised and upset that the withdraw command was backward. That 5-10 seconds was enough time for the rest of his plt to come up and suppress my squad enough to prevent them from moving. Scratch one squad. (Actually 2 men survived, but they were broken to the end and therefor unable to get off the map.) :mad:

  2. Well, Most people better be a good way through Blind Man's Bluff, so here's my AAR.

    Newlife: Polish

    Bog: Germans

    At the start of the action one of my Plts stumbles across a stray German and makes quick work of em. At about the same time, a german Plt walks within 2 meters of one my own scouts and never sees him. That is until he disobeys orders and decides to fire on a Lt. Damit, he had strict orders to stay hidden. Ended up getting himself killed.

    Well, his insubordination did allow us to figure out which direction that German Plt was headed and get one my own Plts into ambush position. The ambush didn't turn out entirely as hoped, but we sure bloodied those krauts before we slipped away. Unfortunately not everyone made it. One of the squads broke and we didn't have time to track him down. Ended up going MIA (Left on the Map).

    Meanwhile, things started to heat up on the left. Two of my plts joined up in a clump of woods just as a few half squads came into the thicket as well. Pretty soon we had two entire German plts bearing down us. Gerry seemed to be everywhere. Fortunately for us, the attack came piecemeal and we were able to concentrate our fire as they came in. We took a pounding, but held out.

    Cappy finally shows up with the last Plt just in time to mop up the remains of the Plt we routed. (Figures he shows after the really dangerous part is over) The other German plt never fully closed with us and decided they had a previous engagment somewhere else. Not that we weren't wanting to bug out ourselves.

    The whole encounter lasted 5 minutes at the most. BANG! they were on top of us, and then it was over. All in all, is was good the Cappy showed up because two of the Lts bit it. Cappy claims we won that round, but you could have fooled me. Just look at how many men made it back to the lines that night.

    Thankfully we found a fair number of the Company the next morning after we reformed and pushed forward. But we definately weren't overstrength anymore and we lost our two best officers.

  3. Unfortunately many off your posts don't carry over well sometimes. There is a particular attitude to your posts which apparently rubs many people the wrong way. This site has a broad range of people on it, so any posts made in a nonconventional way has a great chance of irking someone. Many people don't neccessarily realize many of your posts are tongue in cheek (at least I hope they are), and other people who do realize they are tongue in cheek still find them distasteful. Bravado is great sometimes, but sometimes it just irks people. Go play Swamp, get your but kicked, and learn a lot while losing. There's nothing wrong with losing, and nothing wrong with learning about the game. We honestly don't care if you suck or are a born prodigy. So there is no need to act like you are the best out there.

    Realize that this game isn't Starcraft or Diablo II. In Starcraft, if you have twice as many X than he has Y, you know you will win. In diablo II, you collect lots of superpowerful items and become near untouchable. You see everything on the screen and know what to expect. Well, CMBO is a lot more deep and intracate than those games. Simple numerical supperiority or technological superiority doesn't mean much if don't use it the correct way. And the correct way is not a simple strategy tha can be applied to every situation, nor will two people ever fully agree on what the correct way is. Go read Sun Tzu's "Art of War" and you will realize how much more to warfare there is than what you find in Starcraft.

    Pete

  4. <blockquote>quote:</font><hr>Originally posted by SuperTed:

    Toran,

    I really don't know how that point got lost. Without flags, the score should be determined by the units eliminated, captured, and exited. The only variable I could see that may fit is if a unit was accidently exited off the side of the map instead of the end, but that's just a guess.<hr></blockquote>

    Maybe sometihng caused by rounding the figures up and down? 52.5 versus 47.5 get rounded to 53 v 48. Just a guess.

  5. I think when to cease fire/surrender really comes down to what the players are trying to get out of their matchup. Players who are still in the early stages of learning probably benefit most from early endings. The reason is simply that its best to learn through repetition. And that means the quicker a game is over, the sooner they can try to fix the mistakes they realized they made in the last game. e.g. Game one, they deploy Shermans in plain sight during setup. Result, tanks quickly slaughtered by opposing pillbox. The rest of this game is now suddenly unbalanced and the person has lost in turn one. Go quickly to game 2, and hopefully he/she learns not to deploy those tanks in plain sight.

    The quick turn around of games is really only for the earliest of the beginners. As the player learns more about the early game, they need to realize what long term consequences their actions have. At this point I would advocate fighting it out to the bitter end. Here the idea is to begin to understand those aspects of the game that only appear with drawn out engagements.

    An example is from one game I played as defender. The attack came in two heads, one straight into a town in the center, and another along the left map edge. The fighting in the town was close and personal, and I had a fairly good estimate of the damage I had caused the attacker. However, on the left most of the action was with ranged weapons and a lot of artillery on both sides. I thought he had an untouched overstrengthed company on my left. So I surrendered. He won, but not by as great a margin as I had imagined. Had I not surrendered and successfully withdrew my troops, I might have even pulled a draw out. The company on the left had taken a much greater pounding from my artillery than I had imagined.

    Lesson: Don't surrender because he may be as bad off as you are.

    Finally you get to an experienced stage were you have a much better gauge of enemy strength. This stage the only real time I can imagine a cease fire being appropriate in CM is those situations were one side is the clear winner, and neither side has much to gain from pushing the fight. e.g. When a defender has successfully repulsed a determined attack and has full control of the VLs. The attacker is clearly uncapable of continueing the attack, but the defender doesn't have the strength to counter attack. Each side takes up defensive positions and whichever sides attacks will suffer more lossess than they inflict. Call the cease fire.

    Disclaimer: Most of this comes not from CM directly but my experience with other, similar games. I am in the newbie reject tourny after all.

  6. <blockquote>quote:</font><hr>Originally posted by Kirill S.:

    this is going to sound crazy, but had a panther g knocked out by a 75mm smoke round... :confused: <hr></blockquote>

    That's the one in million chance that the round goes through the open hatch and convinces the crew their tank is on fire...

  7. I will second the claim that these aren't as tough as people make them out to be. Granted, certain weapon systems are at a significant disadvantage in a way that is not realistic compared to real life. But I've seen them taken out by infantry squads at ranges above 150m, and other VERY common weapon systems can take them out as well without too much trouble. As most battles should be infantry heavy to be considered realistic anyway, killing a 7/2 shouldn't be a problem.

    They're only broken defensively versus AP only vehicles. Offensively, they're like any other Flak/high ROF guns. (which of course many people claim to broken as well, but that's a different issue).

    Maybe their TacAI can be tweaked in CMBB to disengage much more quickly when under any sort of tank fire.

  8. Sounds like they used some of the operations logic for pillboxes with the nonmovable guns. If that's true you should be able to recreate this with all the 88s and the big allied AA gun (which I think is immobile as well).

    Play a test OP with the above mentioned guns 100 meters away from each other in clear terrain with no ammo and no other units. Then in the second battle hide them both and see if they have suddenly become telepathic buddies.

  9. The interesting part of this account was how easy the 40mm was to use in this service. The gun credited with the sinking was actually operated by a civilian with next to no knowledge of how to fire the gun. His incomplete knowledge of how to fire the gun did lead to the loss of his home however.

  10. Both questions will be answered in the manual in detail. In short, and operation is a set of linked battles on the same map over a few days. Your units do not gain experience over the course of an operation. Veteran, Crack, ... units occur when the scenario designer decides give you them, or you purchase them. Somewhere on this board are long discussions over the topic of campaign games.

  11. Step One, Realize that tanks are not invulnerable.

    Step Two, Stop using your tanks like they are.

    No really, keep em back behind the infantry. Use your infantry to scout for the tanks. Keep the tanks as far back as you can and still have them cappable of supporting the infantry. When duelling other AFVs, shoot and scoot. Use teamwork against the enemy. Attack an enemy tank from 2 directions at once. At least one of your tanks should be able to get a flank shot. Use keyhole positions when possible (a possition where only a limited number of enemy units can see you tank). Advance over hills, and then reverse back. Comeback up the hill again just a little bit away. Find one of the armor FAQs and they'll explain all this and more for you (CMHQ or some other site).

    smile.gif

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