Jump to content

Sir Uber General

Members
  • Posts

    200
  • Joined

  • Last visited

    Never

Everything posted by Sir Uber General

  1. They'd make a cool purchasable unit - +2 combat +1 moral with a 10% chance to fail each turn. Failure reduces the unit strength by one or two men
  2. Hi Zee, welcome to the real world If you think CMBO is slow and boring, try playing a TCP/IP game of say about 1500pts, then set the timer to 3 minutes. I call it shotgun CMBO and it is about as close to an RTS clickfest as it comes. The results of such hurried planning and movement often lead to crappy orders being handed to your troops and it makes the battle very entertaining Especially vs a human!
  3. I gotta say I'm dissapointed. I would have happily skipped a few lesser known vehicles for movie playback. The wow factor is way high with movie playback, and although I know this is a wargame blah blah blah, it is still a game and sometimes, just sometimes, you get a feature that is so lacking in terms of enjoyment that it should go in. Doh. If I had full battle reply, I'd be able to get so many more of my friends to play, but its not to be, bummer. That said, I'm still going to love CMBB, dont you worry about that!
  4. It would be cool if a dead tank with a small internal fire slowly cooked up over a few rounds. So a tank that was KO(?) explodes a few rounds after people stop shooting at it.
  5. Eureka, by golly thats the answer I'll have a play with this a bit later, good idea I must say!
  6. But my tests used tanks with no HE at all and started with the tanks back at range. The gunner would have always been using the MG when firing. The tank was pointing at the enemy, so the bow MG could fire. The tanks were also at range and unbuttonned, yet you can still not see any difference in terms of weight of fire between 1 MG (the coax) and all 3 being used. I'll repeat my tests shortly using 1, 2, then 3 standard crew served MG's v same infantry to see how well that goes. edit - hmm started doing some testing... dunno what to say except the possibility of MG's being undergunned all around is really apparent when under the microscope. I have 4 MG's (1919's)shooting at infantry in scattered trees over 200m. After 10 rounds of shooting, the MG's have inflicted the princly sum of 2 casualties. No units with bad morale, including the one that is out of c&c... wow, I expected a lot more than that. [ July 16, 2002, 02:20 AM: Message edited by: Sir Uber General ]
  7. Which sorta makes me wonder - how do you know when the coax or bow MG is doing the firing? And why dont you see twice or 3 times the amount of outgoing fire when both or all (bow, coax, flex) the guns are blazing? I'm not military in any way so Ive never seen it first hand, but I can imagine a tank in mad-minute mode with its MG's would seriously hose the target. BTW, I did a bit of testing with HEless shermans V regular infantry in scattered trees and it appears from 200+ meters the MG's really only suppress. Under that range casualties start to mount. At 100-150m the MG's really suppress and do nice damage, on average 1 casualty per round per squad. Squads out of c&c will break after a couple of rounds at that range. Squads in c&c are unlikely to break even at 100m with just MG's.
  8. I wish it happenned more then... especially when engaging multiple infies, ie a whole platoon, an MG being fired on each squad.
  9. Well, I must admit that I have not seen the coax and bow MG's engage seperate targets. I also believe the ROF for MG's in vehicles, especially fully fledged tanks with high ammo loadouts, is too low. When both the co-ax and bow MG's fire on the one target I never see the suppressive effectives you would expect, particularly when being fired from 250m and under. I might quickly set up an experiment where a tank with no HE but 2 MG's fires on an infy unit from 250m, and compare that to the same unit being fired on by 2 crew served MG teams and see which one is more effective.
  10. I'd take Pz4's over most Shermans any day. And what Redwolf has said re turret/hull ratio is very true. Good post.
  11. Dammit, Melbourne is even firther away than sydney, 20hrs Brisbane / Gold Coast please
  12. How about having the bow and coax MG's be able to fire independantly with seperated ammo loadouts for starters...
  13. Well if there is a beta being demo'd in Brisbane / Gold Coast, I'm most surely interested!
  14. OK I've got 4 games completed, 1 to go and its in the final stretch, so I'm going to be done very shortly. AAR's have started.... but they are being completed fairly slowly. I didnt realise they take so bloody long to do. [ July 10, 2002, 12:16 AM: Message edited by: Sir Uber General ]
  15. ... but they took out of the DVD version? Holy crap, that blasphemy!
  16. I dont have the second CD, but if you can see the scenarios on the 2nd CD just copy them over to the "scenarios" directory on your hard drive and they will become available to play The scenarios directory is usually c:\program files\cmbo\scenarios Hope that helps
  17. I also like to deploy AT specific guns in positions that are higher in altitude and further back than Inf guns, all of which is positioned on a reverse slope. This means that your AT guns will be able to see over the top of your IG's, protecting them from armoured nasties. Ideally your inf guns can fire first knowing that they are covered by the AT guns. When the enemy brings up armour to kill your IG's, open up with the AT assets. If the enemy wants to get to the ATG's with inf, they have to go past your IG and supporting infantry. Sprinkle liberally with MG's and mines, bake for 30 turns, you have a winner. Cheers U.G [ July 02, 2002, 12:21 AM: Message edited by: Sir Uber General ]
  18. Good call John! Also re immobilisation, when would tanks use the tow cables they carry? Would they say tow another tank into battle (thats crazy the answer should be no:)? Or just use it for recovery purposes? Are regular battle tanks able to tow other tanks with busted tracks? or do those tracks need to be first respaired before the tank can move? Sorry, getting away from the origianl topic a bit here
  19. Consoles are nice and all, but I'd rather see BTS spend their time sticking a phat 3D engine into CM. Imagine CMBO running with a Q3 / Doom2 level engine! If BTS decided to license an existing 3D engine that already ran on a console as well as a PC, then it may actually become less work to do the port in the future than it appears to be now. Just my $0.02
  20. anywhere is ok so long as you select the file when you choose loads email, but the pbem directory is the default directory and the best place to store the game files. Short answer: yes
×
×
  • Create New...