Jump to content

Sir Uber General

Members
  • Posts

    200
  • Joined

  • Last visited

    Never

Posts posted by Sir Uber General

  1. I'd like to second zukkov's comment about ww2o tank sights being a good demonstration of the superiority of the German stuff. A lot of armour/gun grogs put a lot of feedback into that gun model (I was a beta tester so i saw it going on), and it is really quite fun to check out.

    But do you know what makes more difference than the gun sight? The gunner of course... some people just stink tongue.gif My best longest range kill was an '88 from 1600 meters out using a 2 pounder smile.gif The gun sight was so poor I was adjusting fire from the commanders bino's.. anyway, back to our regular programming!

  2. You cant specify that implicitly, but you can work around the limitations by correcting fire out of the spotters LOS. Out of LOS firing takes twice as long to arrive compared to in LOS firing.

    To get really funky, move your target out of LOS to slow the arrival of the barrage, but also give the spotter movement commands that take him back into LOS of the target. That way your barrage arrives delayed, but is still in a tight fall-pattern for maximum effect. To get this right takes a bit of practice!

    Hope that helps ya.

  3. Priest - what do you say to the arguement that gun-for-tank exchanges will favour the defender, especially if they are preserving their tiger for the end-game? If each of my guns take out 1 tank each I'm usually happy and end up on front at the end.

    Also, what do you do if you run into a pillbox? These are not dealt with as easily as an ATG.

    Defending and attacking is an endless game of check and counter-check... I love it!

  4. Quite a thread going on here. To answer someone a page or so back, I am interested in Attack Vs Defense in CMBO only.

    I think the anser can be summed up by saying which is easier will depend on the parameters of the game; smaller map sizes with less turns and less cover will favour the defender, while the opposite scenario favours the attacker.

    Ultimately though it is initiative that wins the battle and how you achieve that has been talked about thoroughly. Thanks to everyone that has chipped in, I really enjoy hearing the opinions of fellow CMers, especially from players that are considered top-notch - your words of wisdom often save me hours of playing to figure something out.

    Priest - re post above - what happens if the defender decides to open up with ATG's on your armour core? I dont set up any sort of area I plan to defend without giving the infantry AT support!

    If anyone here wants to put their theories to the test (or mayhaps disprove someone else's theory!) please email me for a hit-out, I am keen to try some defensive action.

    Cheers

    [ June 02, 2002, 10:06 PM: Message edited by: Sir Uber General ]

  5. I concur with Kiltie, I keep clicking here waiting for P51D to lay out his evidence.

    I find it remarkable that someone would claim to come from an organisation so secretive that you cant even mention their name... then claim to come from such an organistion in a public forum.

    Can the board admins please post P51D's posting IP's - he might be doing this from work and we can crack his big secret. LOL!

  6. I'd like to chip in.

    As a defender, I find the style of play I go for (fluid or static) is determined by a)my purchases and B) the terrain.

    There are situations such as loads of cover where a fluid defence works better - you can counterattck with your forces getting into their jump-off postion unseen which is very important. On the other hand, counter-attacking across open terrain is pretty suicidal so in those situations a more static defence is appropriate. What I hate most though is that once past the purchase screen, I cant go back and change my forces if the terrain is inapropriate for my selections :(

    Now to pillboxes and bunkers. My take on wooden bunkers is dont give them a terrific LOS because they WILL get nailed before they do any good. If used to defend a reverse-slope V infantry I have found they simply dont die unless the attacker can get a piat/zook up close to knock it out, which can be terribly difficult if the attackers are being counter-attacked off the reverse slope. If the attacker wants to use up arty trying to get a top penetration on the bunker, please do. I wont cry because because it is still a lucky shot IMO and it uses up his arty nicely. Now, if the attacker wants to move an AFV into position to take out the bunker that is fantastic too, because it will have to expose itself inside the covered arc of an ATG somewhere, and the earlier I rid my enemy of his AFV's the better.

    Now AT pillboxes. Placed correctly and backed up with more mobile buddies these things make a great strongpoint. Yes, the strongpoint can be avoided but to do so will mean the attacker is going use an alternate route, and on a CM map there is only going 1 or at most 2 possible other routes, and those will be the focus of the rest of my defense. I use pillboxes to dominate the terrain and funnel attackers down routes I want them to travel. If the attacker decides to try and kill my pillbox though via 37mm AFV, it means it is time to roll out the big tank that will kill his light armour and shrug off their AP (or anti-light-armour gun, both do nicely, but I prefer the tank as it can be moved elsewhere if required). That forces the attacker to go around the strongpoint (and into a towed gun ambush) or try again with bigger armour that has even less chance of taking out the box. Both results are satisfactory in my book.

    Pillbox MG's arent worth it to me, end of story.

    Now combine the woodies (I often buy 2 and place them to cover each others backsides) with the Pillbox75, you have the cornerstone of a nice static or semi-fluid defence.

    I gotta change this signature

×
×
  • Create New...